# Rakka
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >greatsword: 4d6 (19-20/×2)
> >bite: 2d6 (×2)
> >rockMelee/Ranged: +15/+6
> >Secondary: +10/+1
> >Multiattack: +13/+4
> >M/R_PA: +12/+3
> >2nd/PA: +7/-2
> >MA_PA: +10/+1
> >Itterative: 2
> > xDmg:: Str: +8; Str2: +12; StrOH: +4; StrPA: +14; StrPA2H: +21; StrPAOH: +7
> > xDCs:: Str: 24; Dex: 15; Con: 21; Int: 12; Wis: 18; Cha: 15
> > xFeat:: 5/6 (1)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Rakka</div>
<div class="CR">CR 8 (4,800 XP)</div>
<div class="SOU">Fiend Folio pg. 70</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CN Huge Humanoid (giant)
**Init** -1
**Senses** darkvision 60 ft., low-light vision; **Perception** +2
#### defense
**AC** 21, 7 touch, 22 flat-footed (+3 armor, -1 Dex, +11 natural, -2 size)
**hp** 108 (12d8+60)
**Fort** +13, **Refl** +3, **Will** +6
**Feint** 21, **Demoralize** 24
**Defensive Abilities** rock catching
**Weakness** sunlight petrification
#### offense
**Speed** 40 ft.
**Melee** mwk greatsword +13/+8 (2d6+4), bite +10 (1d6+1)
**Ranged** rock +6 (rock 1d6+8)
**Space** 15 ft., **Reach** 15 ft.
**Special Attacks** dying curse, sunlight vulnerability
#### statistics
**Str** 27, **Dex** 8, **Con** 20, **Int** 3, **Wis** 15, **Cha** 8
**BAB** +9, **CMB** +16, **CMD** 25, **TA** +15, **RTA** +6
**Feats** [[Cleave]], [[Great Cleave]], [[Point Blank Shot]], [[Power Attack]], [[Precise Shot]]
**Skills** Climb +23, Perception +2
**Languages**
#### special abilities
### 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.
### 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.
#### ecology
**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** None
**Advancement** None
After a female fensir gives birth to a pair of young, she mayundergo a transformation into a rakka. If she does so, shebegins to grow until she reaches a height of 20 feet and aweight of 6,000 pounds. Her intellect dwindles during thisperiod, and the rest of her family must strip the surroundinglandscape to find enough food to keep the rakka alive andappeased. The family often gets wild, causing all sorts ofdestruction in the rakka’s wake. However, the family con-tinues 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 picksup stakes and wanders the wilds of Ysgard in an activityknown as “The Long Walk.” These exiled fensirs become amenace as they pillage the countryside out of anger, spite,or simple confusion.