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: 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/Possessions: Standard
Source:
Fiend Folio
Among the inhabitants of the Plane of Ysgard, fensirs are commonly called trolls, despite the fact that the two kinds of creatures are completely unrelated. Fensirs are giants - albeit cultured and intelligent ones that desire only to be left alone. The two different kinds of fensirs are normal ones (males and females) and the dreaded rakkas - female fensirs that undergo a hideous transformation that turns them into gigantic brutes that rampage around the countryside.
Sunlight is anathema to fensirs; they turn to stone the moment their body is fully exposed to it. Because of this vulnerability, they are only encountered outside their sod-covered homes well after dusk.
Fensirs range in size from nearly human stature to that of a hill giant. They are unattractive beings with huge heads and enormous noses. Most fensirs have warty skin and deep black eyes that are often misaligned. Fensirs typically wear fine leather armor, vests, and big black rabbit-fur hats of varying styles.
Fensirs are not social creatures, preferring to build their villages in remote locations such as rocky sea cliffs, high mountains, and secluded swamps. The vast majority of fensir births result in fraternal twins, and the two offspring remain close. These twins have an almost psychic connection; each knows the location and status of his or her sibling at all times. The death of one causes the other to do everything in his or her power to avenge the death - even crossing into the Material Plane to seek vengeance.
Almost all fensirs have the ability to cast spells. Those that do not show any talent are exiled from the family and are forced to wander Ysgard. Fensirs are potent diviners and have the ability to brew almost any kind of magic potion. All fensirs know how to manufacture a special potion that can revert fensirs that have been turned to stone back to normal. This potion's effect is like a stone to flesh spell, but it works only on fensirs.
Fensirs speak Giant and Common.
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 Size | DC |
Small | 15 |
Medium-size | 20 |
Large | 25 |
Huge | 30 |
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.
Fensir Characters
Wizard is the favored class of fensir. A fensir that gains levels of wizard adds its natural spellcasting ability (5th- level wizard) to its wizard class levels and determines its spells per day accordingly For example, a 3rd-level fensir wizard has the spellcasting ability of an 8th-level wizard. The effective character level (ECL) of a fensir is equal to its class level + 9.