Huge giant, chaotic evil
- Armor Class
- 14, 17
- Hit Points
- 253 (22d12 + 110)
- Speed
- 30 ft.
- Challenge
- 15 (13,000 XP)
- Saving Throws
- Cha +8, Int +9, Wis +7
- Skills
- Arcana +14, Stealth +9, Perception +7
- Condition Immunities
- charmed
- Senses
- passive Perception 17
- Languages
- Giant plus any three languages
Actions
The fomorian makes three Rod attacks.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 11 (2d10) force damage.
Bonus Actions
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.
Spellcasting
The fomorian casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):