Fensir

Large Giant (Extraplanar) — CR 5

()Updated 3.5

Fensir is a D&D 3.5 monster from —. CR 5, HD 4d8+8 (26 hp).

Hit Dice
4d8+8 (26 hp)
Initiative
+1
Speed
land 40 ft, 40 ft.
Base Attack / Grapple
+3/+12
Attack
Huge greataxe +7 melee, or rock +4 ranged
Full Attack
Huge greataxe +7 melee, or rock +4 ranged
STR
20
DEX
12
CON
15
INT
13
WIS
12
CHA
7
Fort / Ref / Will
+6 / +2 / +2
Challenge Rating
5
Alignment
Always chaotic neutral
Organization
Solitary, pair, family (4-6), or village (11-20 plus 35% noncombatants)
Treasure
Standard
Level Adjustment
+5

Special Abilities

Rock ThrowingRock CatchingSunlight VulnerabilitySense Twin
Like other giants, fensirs hurl rocks with great efficiency and usually have a few on hand. 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. 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. 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.

Description

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