Rakka (CR 8)

Huge Giant (Extraplanar)
Alignment: Always chaotic neutral
Initiative: -1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +6, and Spot +6


AC: 21 (-2 size, -1 Dex, +11 natural, +3 studded leather), touch 7, flat-footed 21
Hit Dice: 12d8+60 (114 hp)
Fort +13, Ref +3, Will +6
Speed: 40 ft.
Space: 15 ft./15 ft.
Base Attack +9; Grapple +25
Attack: Slam +17 melee, or rock +8 ranged
Full Attack: 2 slams +17 melee, or rock +8 ranged
Damage: Slam 2d6+8, rock 1d6+8
Special Attacks/Actions: Dying curse, rock throwing, spell-like abilities
Abilities: Str 27, Dex 8, Con 20, Int 3, Wis 15, Cha 8
Special Qualities: rock catching, sunlight vulnerability
Feats: Cleave; Great Cleave; Point Blank Shot; Power Attack; Precise Shot
Skills: Climb +11, Hide -9, Listen +6, Spot +6, and Survival +6
Advancement: -
Climate/Terrain: Any land (Ysgard)
Organization: Solitary, family (1 rakka plus 4-6 fensirs), or village (1 rakka plus 11-20 fensirs and 35% non- combatants)
Treasure/Possessions: -

Source: Fiend Folio

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 rakka can hurl rocks weighing 60 to 80 pounds (Medium-size objects). The rocks have a range increment of 120 feet.

Rock Catching (Ex): A rakka can catch rocks of up to Huge size. 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 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.

Lacking much of the intelligence she once had, a rakka simply lashes out with her two enormous fists or hurls rocks at anything that displeases her.

A rakka loses the ability to cast spells, but she still retains the spell-like abilities of a fensir.

Dying Curse (Su): Just before a rakka is killed, she places a dying curse on those responsible. This works as a geas/quest spell cast by an 11th-level caster (DC 20) and usually involves forcing the afflicted opponent to pay back or serve the rakka's family.

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.