Fensir (CR 5)

Large Giant (Extraplanar)
Alignment: Always chaotic neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, sense twin, Spot +5, and listen +5


AC: 18 (-1 size, +1 Dex, +6 natural, +2 leather), touch 10, flat-footed 17
Hit Dice: 4d8+8 (26 hp)
Fort +6, Ref +2, Will +2
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +3; Grapple +12
Attack: Huge greataxe +7 melee, or rock +4 ranged
Full Attack: Huge greataxe +7 melee, or rock +4 ranged
Damage: Huge greataxe 2d8+7, rock 1d6+5
Special Attacks/Actions: Rock throwing, spell-like abilities, spells
Abilities: Str 20, Dex 12, Con 15, Int 13, Wis 12, Cha 7
Special Qualities: rock catching, sunlight vulnerability
Feats: Brew Potion (B); Point Blank Shot. Precise Shot
Skills: Climb +9, Hide +1, Spot +5, Survival +6, and listen +5
Advancement: By character class
Climate/Terrain: Any land (Ysgard)
Organization: Solitary, pair, family (4-6), or village (11-20 plus 35% noncombatants)
Treasure: Standard

Source: Fiend Folio

Combat

Like other giants, fensirs hurl rocks with great efficiency and usually have a few on hand.

Rock Throwing (Ex): An adult fensir has a +1 racial bonus on attack rolls when throwing rocks. A normal fensir can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The rocks have a range increment of 120 feet.

Rock Catching (Ex): A normal fensir can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a fensir that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rock's size (see the table below).

If the projectile has a bonus on attack rolls, the DC increases by that amount. The fensir must be aware of and ready for the attack.

Rock SizeDC
Small15
Medium-size20
Large25
Huge30

Spell like Abilities: At will - transmute mud to rock, transmute rock to mud. Caster level 9th; save DC 8 (normal fensir) or 9 (rakka) + spell level.

Sunlight Vulnerability (Ex): If a fensir is caught out in sunlight, it turns into stone as if by a flesh to stone spell without a saving throw. If in the area of a sunbeam or sunburst spell, a fensir must make a Fortitude save or be turned to stone, in addition to the normal effects of the spell. Fensirs can sense automatically when the sun is about to set or rise up to 1 hour ahead of the event.

Because of their shy nature, fensirs usually remain at a distance and chase off interlopers with rocks and a variety of spells. All fensirs have the ability to transmute mud to rock, which they use to keep a steady supply of rocks on hand to hurl at opponents. They also use transmute rock to mud to bog down the enemy.

Fensirs prefer to attack creatures that use spells such as sunbeam or sunburst.

Spells: A fensir can cast arcane spells as a 5th-level wizard (4/4/2/1; save DC 11 + spell level). A fensir has the normal arcane spell failure chance for the armor it wears (10% in the case of leather armor). A typical spell list: 0 - detect magic, ghost sound, ray of frost, read magic; 1st - color spray, magic missile, obscuring mist, protection from law; 2nd - bull's strength, darkness; 3rd - lightning bolt.

Sense Twin (Ex): A fensir knows the location and health of his other twin as if by the status spell with no range limit. If the death of the twin happened through malicious intent by another being or beings, the surviving fensir can track those individuals as if by locate person with no range limit.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.