Monster
Fomorian Noble
Outside your table’s allowed sources
Official reference · BGG · 2014
- Creature type
- Giant
- Size
- Huge
- Armor class
- 14, 17
- Hit points
- 253 (22d12 + 110)
- Speed
- Walk 30 ft.
- Challenge rating
- 15
- Alignment
- Chaotic Evil
- Strength
- 23
- Dexterity
- 18
- Constitution
- 20
- Intelligence
- 19
- Wisdom
- 14
- Charisma
- 16
- Passive Perception
- 17
- Saving Throws
- int: +9; wis: +7; cha: +8
- Skills
- arcana: +14; perception: +7; stealth: +9
- Languages
- Giant plus any three languages
- Condition Immunities
- charmed
Actions
Multiattack
The fomorian makes three Rod attacks.
Rod
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 11 (2d10) force damage.
Bonus actions
Beguiling Presence
The fomorian targets a creature it can see within 60 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition for 1 minute. An affected target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all fomorians' Beguiling Presence for the next 24 hours.
The fomorian casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At will: mage armor (self only), mage hand, prestidigitation
1/day each: chain lightning, cone of cold (6th-level version), fireball (6th-level version), fly, plane shift (self only)