Skip to main content

Breadcrumb

Fomorian

Challenge
Tags
str
20
dex
10
con
20
int
10
wis
14
cha
18

AC 15 (natural armor)

HP 138 (12d12 + 60; bloodied 69)

Speed 30 ft. 


Proficiency +3; Maneuver DC 16

Skills Persuasion +7

Damage Immunities psychic; damage from nonmagical, non-silvered weapons

Senses darkvision 120 ft., passive Perception 12

Languages Celestial, Common, Giant, Sylvan 

Eye Vulnerability. A creature can target the fomorian’s eye with an attack. This attack is made with disadvantage . If the attack hits and deals at least 10 damage, creatures affected by the fomorian’s Charming and Mesmerizing Gaze are freed from those effects.

Immortal Nature. A titan doesn’t require air, sustenance, or sleep.


ACTIONS

Multiattack. The fomorian attacks twice with its warhammer.

Warhammer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.


BONUS ACTIONS

Charming Gaze (Gaze). A creature within 60 feet makes a DC 15 Wisdom saving throw . On a failure, the creature is magically charmed by the fomorian. The creature repeats the saving throw every 24 hours and whenever it takes damage. On a successful saving throw or if the effect ends for it, the creature is immune to any fomorian’s Charming Gaze for the next 24 hours. 

Mesmerizing Gaze (Gaze, True Form Only). A creature within 60 feet makes a DC 15 Wisdom saving throw . On a failure, the creature is magically restrained . The creature repeats the saving throw at the end of its next turn, ending the effect on itself on a success and becoming paralyzed on a failure. While the fomorian is not in line of sight, a paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful saving throw or if the effect ends for it, the creature is immune to any fomorian’s Mesmerizing Gaze for 24 hours. 

Immortal Form. While in its lair, the fomorian magically changes into a specific Medium humanoid resembling a human or back to its true form. Apart from its size, its statistics are unchanged. The fomorian reverts to its true form when it dies, is incapacitated , or leaves its lair.

Combat

The fomorian uses Mesmerizing Gaze on a new target every turn and then attacks with its warhammer, prioritizing non-paralyzed targets. It uses Charming Gaze on creatures that have made their saving throws against Mesmerizing Gaze. Once all targets are paralyzed or charmed , the fomorian carries its prey to its lair. It flees if an attack hits its eye while it is bloodied .


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 Fomorian 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.

Description

The many children of King Fomor inherited his magical gaze and his curse. They were born into bodies resembling ogres instead of the graceful forms of empyreans. One of a fomorian’s eyes glints with sinister light. A creature caught beneath a fomorian’s gaze slows to a halt, unable to move or look away. 

Fomorians live alone or in glittering palaces underneath fey hills. They are ashamed of their true forms and, while in their lairs, magically take on shapes resembling faerie nobles. Served by captive humanoids and fey creatures, they dance, make merry, and plot vengeance against gods and mortals alike.

Behavior

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

Encounters

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

Monster Type Description

Fey are creatures that are native to Fairyland, also called the Dreaming. These creatures live in a verdant realm of heightened natural beauty and combine grace and danger. Sprites and pixies are fey.