THE SHARED REFERENCE Adventurer

Monster

Fensir Skirmisher

Outside your table’s allowed sources

Official reference · BGG · 2014

Creature type
Giant
Size
Large
Armor class
15 (chain shirt)
Hit points
94 (9d10 + 45)
Speed
Walk 30 ft.
Challenge rating
6
Alignment
Any alignment
Strength
18
Dexterity
15
Constitution
20
Intelligence
14
Wisdom
11
Charisma
12
Passive Perception
16
Saving Throws
int: +5; wis: +3
Skills
perception: +6
Senses
darkvision 60 ft.
Languages
Common, Giant

Traits

Regeneration

The fensir regains 10 hit points at the start of its turn if it isn't in sunlight. If the fensir takes acid or fire damage, this trait doesn't function at the start of the fensir's next turn. The fensir dies only if it starts its turn with 0 hit points and doesn't regenerate.

Sunlight Hypersensitivity

When the fensir starts its turn in sunlight, it must succeed on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight.

Actions

Multiattack

The fensir makes three Battleaxe attacks or two Magic Stone attacks.

Battleaxe

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.

Magic Stone

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or have the prone condition.

Mud to Stone (Recharge 6)

The fensir lobs a magical mass of mud that splashes all creatures in a 30-foot-radius sphere centered on a point the fensir can see within 60 feet of itself. Each non-fensir creature in that area must succeed on a DC 13 Dexterity saving throw or take 13 (3d8) bludgeoning damage and have the restrained condition as the mud begins to turn to stone. An affected creature must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the creature. On a failed save, the creature has the petrified condition for 24 hours.

Spellcasting

The fensir casts one of the following spells, using Intelligence as the spellcasting ability:

1/day each: create or destroy water, detect magic, pass without trace

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