AC 21 (breastplate)
HPs 656 (32d20 + 320; bloodied 328)
Speed 60 ft., fly 60 ft.
Proficiency +7; Maneuver DC 25
Saving Throws Str +17, Con +17, Int +13, Wis +14, Cha +15
Damage Immunities radiant; damage from nonmagical weapons
Senses truesight 120 ft., passive Perception 17
Languages Celestial, Common, six more
Divine Grace. King Fomor makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor , King Fomor adds his full Dexterity bonus to its Armor Class (already included).
Innate Spellcasting. King Fomor’s innate spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components:
At will: charm person , command , telekinesis
3/day: flame strike , hold monster , lightning bolt
1/day: commune , greater restoration , heroes’ feast , plane shift (self only, can’t travel to or from the Material Plane)
Magic Resistance. King Fomor has advantage on saving throws against spells and other magical effects.
Regeneration. King Fomor regains 10 hit points at the beginning of his turn as long as he has at least 1 hit point.
Immortal Nature. King Fomor doesn’t require air, sustenance, or sleep.
Expanded Spell List. King Fomor can cast arcane eye and scrying at will, requiring no material components.
Eye Vulnerability. A creature can target King Fomor’s eye with an attack. This attack is made with disadvantage . If the attack hits and deals at least 20 damage, the fire in King Fomor’s eye is extinguished until the end of his next turn. While the fire is extinguished, King Fomor can’t use his Burning Gaze attack.
ACTIONS
Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage, and the target makes a DC 25 Strength saving throw . On a failure, the target is pushed up to 30 feet away and knocked prone .
Lightning Bolt (3rd-Level; V, S). A bolt of lightning 5 feet wide and 100 feet long arcs from King Fomor. Each creature in the area makes a DC 23 Dexterity saving throw , taking 28 (8d6) lightning damage on a failure or half damage on a success.
Flame Strike (5th-Level; V, S). A column of divine flame fills a 10-foot-radius, 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw , taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
Hold Monster (5th-Level; V, S, Concentration). One creature King Fomor can see within 60 feet makes a DC 23 Wisdom saving throw . On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
BONUS ACTIONS
Immortal Form. King Fomor magically changes its size between Gargantuan and Medium. While Medium, the King Fomor has disadvantage on Strength checks. Its statistics are otherwise unchanged.
Burning Gaze. A line of fire 5 feet wide and 60 feet long blasts from King Fomor’s eye. Each creature in the area makes a DC 23 Constitution saving throw , taking 35 (10d6) fire damage and 35 (10d6) radiant damage on a failure or half damage on a success. When King Fomor is bloodied , his Burning Gaze’s shape is a 60-foot cone instead of a line.
Elite Recovery (While Bloodied). King Fomor ends one negative effect currently affecting him. He can do so as long as he has at least 1 hit point, even while unconscious or incapacitated .
LEGENDARY ACTIONS
King Fomor can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
Attack. King Fomor makes a weapon attack.
Cast Spell. King Fomor casts a spell. King Fomor can’t use this option if he has cast a spell since the start of its last turn.
Fly. King Fomor flies up to half his fly speed.
Shout (Recharge 5–6). Each creature within 120 feet that can hear King Fomor makes a DC 25 Constitution saving throw . On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of King Fomor’s next turn. On a success, a creature takes half damage.
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 10 Titans are semi-divine creatures from the dawn of time.
DC 15 The literal children of gods, empyrean titans are mighty warriors and powerful spellcasters. Their wounds heal with supernatural speed.
DC 20 Eons ago, King Fomor and his many degenerate children were banished to the Dreaming. Each fomorian has a bulging eye that is both the source of their magic and their greatest vulnerability.
According to myth, King Fomor was the leader of a contingent of empyreans that waged war on the gods. The son of a god of knowledge, Fomor used his third eye to spy on the counsels of his enemies. His rebellion culminated in the betrayal and murder of a god—according to some accounts, his own father.
A divine curse twisted King Fomor’s body into a monstrous form, and he was banished to the fairyland of the Dreaming, where he is now counted amongst the foremost archfey of the Unseelie Court. He trades information for power and awaits the day he can return to the Material Plane at the head of an avenging army.
Material Plane Empyrean Behavior
1 Sitting on a throne, staring at beautifully gilded prison walls, longing for distraction
2 In a rage, hammering futilely on an indestructible stone door
3 Summoning and dismissing illusions of worshipful mortals, magnificent architecture, and forgiving parents
4 Escaped from its prison and on its way to reclaim its power
Planar Traveler Empyrean Behavior
1 Dictating a message to a ball of light, which then races off; several more balls of light wait patiently to receive messages
2 Looking for battle with opponents of equal power
3 On a holy quest
4 Holding a feast, festival, or dance for locals
Some empyreans maintain a semblance of rulership within dungeon prisons, while others wander in exile far from the Material Plane. Fomorians and their ilk inhabit underground palaces in the Dreaming.
CR 5–10 fomorian
Treasure 200 gp, silver mask (750 gp), rope of climbing
CR 11–16 2 fomorians ; fomorian with night hag , ogre mage , or 3 ogres
Treasure 1,500 gp, defaced jade statuette of a god (750 gp), potion of flying , a silver-clasped book with an eye on the cover (a tome of understanding )
CR 17–22 empyrean
Treasure 5,000 gp, gold and emerald bracers (7,500 gp), hammer of thunderbolts
CR 23–30 empyrean with high priest , holy knight , or khalkos ; 3 fomorians
Treasure 1,000 pp, magic platinum mirror that shows shapechangers in their true form (7,500 gp), potion of invisibility , sovereign glue , 3 maul (a legendary weapon named Farstep; an attuned wielder can cast dimension door and teleport once per day each)
CR 31+ Aklea ; King Fomor ; King Fomor with 1 to 3 fomorians ; 2 or 3 empyreans ; 4 or 5 fomorians
Treasure 30,000 gp, 20 suits of fine clothes that magically resize to fit the wearer (1,000 gp each), 10 sets of gold tableware (500 gp each), 10 gold chalices that magically refill with fine wine three times each day (2,500 gp each), ring of earth elemental command , staff of withering
Celestials are creatures native to divine realms or heavens. Celestials have alignments, such as Lawful Good. Most celestials are good, although the servants of evil deities can be evil. Angels are celestials.