Fensir

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.

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. 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 normal fensir can catch Small, Medium, or Large rocks (or projectiles of similar shape). 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
Medium20
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.

The statistics block below contains details for more than one type of fensir. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Fensir ⬇️
Large Giant (Extraplanar)
Rakka ⬇️
Huge Giant (Extraplanar)
Hit Dice: 4d8+8 (26 hp) 12d8+60 (114 hp)
Initiative: +1 −1
Speed: 40 ft. (8 squares) 40 ft. (8 squares)
Armor Class: 18 (−1 size, +1 Dex, +6 natural, +2 leather), touch 10, flat-footed 17 (−2 size, −1 Dex, +11 natural, +3 studded leather), touch 7, flat-footed 21
Base Attack/Grapple: +3/+12 +9/+25
Attack: Greataxe +7 melee (2d8+7), or rock +4 ranged (1d6+5) Slam +17 melee (2d6+8), or rock +8 ranged (1d6+8)
Full Attack: Greataxe +7 melee (2d8+7), or rock +4 ranged (1d6+5) 2 slams +17 melee (2d6+8), or rock +8 ranged (1d6+8)
Space/Reach: 10 ft./10 ft. 15 ft./15 ft.
Special Attacks: Rock throwing, spell-like abilities, spells Dying curse, rock throwing, spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, rock catching, sense twin, sunlight vulnerability Darkvision 60 ft., low-light vision, rock catching, sunlight vulnerability
Saves: Fort +6, Ref +2, Will +2 Fort +13, Ref +3, Will +6
Abilities: Str 20, Dex 12, Con 15, Int 13, Wis 12, Cha 7 Str 27, Dex 8, Con 20, Int 3, Wis 15, Cha 8
Skills: Climb +9, Hide +1, Listen +5, Spot +5, Survival +6 Climb +11, Hide −9, Listen +6, Spot +6, Survival +6
Feats: Brew Potion [bonus], Point Blank Shot, Precise Shot Cleave, Great Cleave, Point Blank Shot, Power Attack, Precise Shot
Environment: Any land (Ysgard) Any land (Ysgard)
Organization: Solitary, pair, family (4–6), or (11–20 plus 35% noncombatants) Solitary, family (1 rakka plus 4–6 fensirs), or village (1 rakka plus 11–20 fensirs and 35% noncombatants)
Challenge Rating: 5 8
Treasure: Standard None
Alignment: Always chaotic neutral Always chaotic neutral
Advancement: By character class
Level Adjustment: +5 +4

FensirRakka

Fensir ⬆️

Fensirs range in size from nearly human stature to that ofa 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

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 or her 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 creature 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 5th-level wizard. The effective character level (ECL) of a fensir is equal to its class level + 9.

Source: Fiend Folio, page 69. Changes applied as per the D&D® v.3.5 Accessory Update. Changed locate person in Sense Twin entry to locate creature.

Rakka ⬆️

After a female fensir gives birth to a pair of young, she may undergo a transformation into a rakka. If she does so, she begins to grow until she reaches a height of 20 feet and a weight of 6,000 pounds. Her intellect dwindles during this period, and the rest of her family must strip the surrounding landscape to find enough food to keep the rakka alive and appeased. The family often gets wild, causing all sorts of destruction in the rakkas wake. However, the family continues to support and defend the rakka until she dies, which is usually a year or so after the transformation.

When a rakka dies, the family that supported her picks up stakes and wanders the wilds of Ysgard in an activity known as “The Long Walk.” These exiled fensirs become a menace as they pillage the countryside out of anger, spite, or simple confusion.

Combat

Lacking much ofthe 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 rakkas family.

Rakka Characters

Barbarian is the favored class of rakkas. The effective character level (ECL) of a rakka is equal to its class level + 16. Thus, a 1st-level rakka barbarian has an ECL of 17 and is the equivalent of a 17th-level character.

Source: Fiend Folio, page 70. Changes applied as per the D&D® v.3.5 Accessory Update.