The Fomorians by John Duncan, 1912 - via Wikimedia |
Fomorians have been statted up for Pathfinder in Bestiary 4, as a type of titan. I'm presenting my own take on them here, partly because I will never run a campaign in which a CR 22 monster shows up, and partly because my interpretation is a bit more in line with Irish mythology and D&D legacy.
The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2015 Jonah Bomgaars.
Fomorian CR 10
XP 9,600
CE Large
humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light
vision, scent; Perception +10
DEFENSE
AC 22, touch 10, flat-footed 21 (-1
size, +1 Dex, +12 natural)
hp 133 (14d8+70); fast healing 5
Fort +14, Ref +5, Will +5
DR 5/+2; Immune poison
Defensive Abilities rock catching
OFFENSE
Speed 40 ft.
Melee greatclub +19/+14 (1d10+10/19-20)
and slam +19 (1d8+10), or 2 slams +19 (1d8+10)
Space 10 ft.; Reach 10 ft.
Ranged rock +10 (1d8+15)
Special Attacks rock throwing (120 ft.)
STATISTICS
Str 31, Dex 12, Con 20, Int 11, Wis 13, Cha 7
Base Atk +10; CMB +21; CMD 32
Feats Alertness, Cleave, Great Cleave,
Improved Critical (greatclub), Intimidating Prowess, Power Attack, Vital Strike
Skills Climb +21, Intimidate +21, Perception
+10, Sense Motive +3, Survival +10
Languages Fomorian
SQ mutation
SPECIAL ABILITIES
Mutation (Su)
Fomorians
suffer from a wide variety of mutations that can make them more or less
effective in combat. The table below
supplies a number of mutations that a GM can choose from or roll for
randomly. A GM should always feel free
to create new mutations as well.
d10 Mutation
01 - One Leg: Speed halved to 20 ft., -5
penalty to CMD vs trip
02 - One Arm: Lose one slam attack
03 - Three Legs: Speed increased to 50 ft.,
gain trample attack (1d8+15, DC 27)
04 - Three Arms: gain third slam as a
secondary attack (slam +14 (1d8+5))
05 - Long Arms: gain 15 ft. reach
06 - Unhinged Jaw: gain swallow whole (4d6 acid
damage, AC 16, 13 hp)
07 - Goat Head: cannot speak languages; gain
secondary gore attack +14 (1d6+5)
08 - Poison Breath: gain stinking cloud as a spell-like ability (CL
14) 1/day
09 - One Eye: -4 Perception; gain Fear Gaze
(frightened 1d6 rounds; 60 ft.;
Will DC 15 negates - targets who successfully save cannot be
affected
by the same fomorian’s Fear Gaze for 24 hours; Save DC is Charisma based)
00 - Roll twice, ignoring any repeats
ECOLOGY
Environment temperate mountains, underground
Organization solitary, pair, gang (3-12),
or army (13-50 plus 1 fomorian king)
Treasure standard (huge greatclub, huge hide armor, giant’s bag, other treasure)
The fomorians are an ancient and terrible
race of hideously mutated giants.
Fomorians resemble huge men 15 feet tall with greyish-brown skin. Their mutations vary greatly between
individuals - some fomorians have only one eye, some have only one leg, and
some have the head of a goat! They are a
barbaric people, almost as distrustful and violent towards each other as they
are toward outsiders. Fomorians usually
live a solitary life in an isolated cave, eking out a living by stealing
animals and people to torture for their amusement and then eat alive. Sometimes a small group of them tolerates
each other enough to form a gang, terrorizing the surrounding countryside and
ganging up on other giants. Only rarely
can they be gathered together under one banner to make war by a legendary
fomorian king.
In ancient times, fomorians regularly did
battle with the fey, until their legendary king Balar was slain and the
fomorians scattered into the mountains. To
this day, fomorians take special delight in killing fey creatures, or creatures
that remind them of the fey such as elves and gnomes.
Fomorians speak a debased and primeval
tongue closely related to Giant.
Fomorian King (CR 15)
Only the
truly monstrous and massive fomorians are able to rein in their people and lead
them to war. Fomorian kings, sometimes
called ‘Balar’ after the first such king, have a single baleful red eye that destroys
all in their path. They have 20
hit-dice, 14 Charisma, the Giant simple template, gain a fear aura (50 ft., DC
22), and can cast disintegrate (CL
15) from their eye as a swift action.
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-your d20 despot dé danann
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