Grazzt
Demon Lord
Here is something for you guys to critique. I am inserting them in my campaign shortly. Didnt really care for the MM2 version, so I reworked it. Feedback???
Fomorian Giant
Large Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide)
Attacks: Huge greatclub +11/+6 melee
Damage: Huge greatclub 2d6+9
Special Qualities: Darkvision 60 ft.
Face/Reach: 5 ft. by 5 ft./10 ft.
Saves: Fort +5, Ref +1, Will +8
Abilities: Str 23, Dex 8, Con 17, Int 10, Wis 14, Cha 12
Skills: Climb +12, Hide +2, Listen +8, Move Silently +6, Spot +8
Feats: Cleave, Power Attack
Climate/Terrain: Any mountains and underground
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding/trading party (6-9), or tribe (21-30 plus 35% noncombatants plus 1 adept, cleric, or sorcerer of 3rd or 4th level)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Fomorians are the most hideous, deformed, and wicked of all giantkind. A fomorian stands about 14 feet tall and has terrible deformities (the exact type varying from giant to giant). A fomorian’s body is covered in coarse patches of dark hair or boils and blisters (the ones without any body hair).
Combat
Although their deformities prevent them from throwing rocks as other giants, the fomorians are very capable opponents in battle. They love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.
Fomorian Deformities
Each fomorian has terrible deformities, such as a misplaced arm; huge feet on short legs; eyes on the side of the head like a fish; a single eye in the back of the head, and so on. Some of these can affect the giant’s abilities. DM’s can either roll randomly or choose 1d4-1 deformities from the table below. If two or more deformities seem not to work well together, roll or choose another.
1d10 Deformity Effect
1 Misplaced arm -
2 Extra arm - One additional attack at lowest attack bonus
3 Eyes on side of head- Racial modifier of +4 to Spot check
4 Single eye in back of head- All-around vision (can’t be flanked; +4 to Spot checks)
5 Hunched back or hump -
6 Pointed or elongated head -
7 Long flapping ears -
8 Huge ears- Racial bonus of +4 to Listen checks
9 Oversized nose- Gains the Scent special quality
10 Huge feet or short legs -
Fomorian Society
Fomorians make their lairs in mountain caves, abandoned mines, or deep, dark places beneath the ground. They avoid civilization and rarely interact with other races, except when trading goods or raiding another giant clan (including other fomorian clans).
A fomorian’s lair is usually littered with bones, scraps of metal and cloth, and other such mundane items (including unusable treasure). They fashion clothes, weapons, and armor from such things, thus a fomorians clothes, weapons, and armor is always of poor quality.
The strongest and largest giant rules a fomorian tribe, always through wickedness and cruelty. Violence is an accepted practice and way of life among the fomorians. They prey on races weaker than themselves using them as food, slaves, or whatever other uses they can find for such creatures.
Fomorian Giant Characters
Most groups of fomorians include clerics with access to any two of the following domains: Chaos, Evil, Trickery, and War (most choose Chaos and Trickery).
Fomorian Giant
Large Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: -1 (Dex)
Speed: 20 ft.
AC: 18 (-1 size, -1 Dex, +7 natural, +3 hide)
Attacks: Huge greatclub +11/+6 melee
Damage: Huge greatclub 2d6+9
Special Qualities: Darkvision 60 ft.
Face/Reach: 5 ft. by 5 ft./10 ft.
Saves: Fort +5, Ref +1, Will +8
Abilities: Str 23, Dex 8, Con 17, Int 10, Wis 14, Cha 12
Skills: Climb +12, Hide +2, Listen +8, Move Silently +6, Spot +8
Feats: Cleave, Power Attack
Climate/Terrain: Any mountains and underground
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding/trading party (6-9), or tribe (21-30 plus 35% noncombatants plus 1 adept, cleric, or sorcerer of 3rd or 4th level)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Fomorians are the most hideous, deformed, and wicked of all giantkind. A fomorian stands about 14 feet tall and has terrible deformities (the exact type varying from giant to giant). A fomorian’s body is covered in coarse patches of dark hair or boils and blisters (the ones without any body hair).
Combat
Although their deformities prevent them from throwing rocks as other giants, the fomorians are very capable opponents in battle. They love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.
Fomorian Deformities
Each fomorian has terrible deformities, such as a misplaced arm; huge feet on short legs; eyes on the side of the head like a fish; a single eye in the back of the head, and so on. Some of these can affect the giant’s abilities. DM’s can either roll randomly or choose 1d4-1 deformities from the table below. If two or more deformities seem not to work well together, roll or choose another.
1d10 Deformity Effect
1 Misplaced arm -
2 Extra arm - One additional attack at lowest attack bonus
3 Eyes on side of head- Racial modifier of +4 to Spot check
4 Single eye in back of head- All-around vision (can’t be flanked; +4 to Spot checks)
5 Hunched back or hump -
6 Pointed or elongated head -
7 Long flapping ears -
8 Huge ears- Racial bonus of +4 to Listen checks
9 Oversized nose- Gains the Scent special quality
10 Huge feet or short legs -
Fomorian Society
Fomorians make their lairs in mountain caves, abandoned mines, or deep, dark places beneath the ground. They avoid civilization and rarely interact with other races, except when trading goods or raiding another giant clan (including other fomorian clans).
A fomorian’s lair is usually littered with bones, scraps of metal and cloth, and other such mundane items (including unusable treasure). They fashion clothes, weapons, and armor from such things, thus a fomorians clothes, weapons, and armor is always of poor quality.
The strongest and largest giant rules a fomorian tribe, always through wickedness and cruelty. Violence is an accepted practice and way of life among the fomorians. They prey on races weaker than themselves using them as food, slaves, or whatever other uses they can find for such creatures.
Fomorian Giant Characters
Most groups of fomorians include clerics with access to any two of the following domains: Chaos, Evil, Trickery, and War (most choose Chaos and Trickery).
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