King Fomor
Gargantuan Celestial. CR 22, AC 21, 656 HP. Traits: Divine Grace, Innate Spellcasting.
- Armor class
- 21
- Hit points
- 656
- Challenge
- 22
- Creature type
- Celestial
- Size
- Gargantuan
- Legendary
- Yes
Stat block
- Cha
- 26
- Con
- 30
- Dex
- 24
- Int
- 22
- Str
- 30
- Wis
- 24
- Speed
- Fly: 60; Walk: 60
- Senses
- truesight 120 ft., passive Perception 17
- Skills
- Actions
- Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 14 (4d6) radiant damage and the target makes a DC 25 Strength saving throw. On a failure the target is pushed up to 30 feet away and knocked prone.
- Lightning Bolt (3rd-Level; V, S). A bolt of lightning 5 feet wide and 100 feet long arcs from the empyrean. Each creature in the area makes a DC 23 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half damage on a success.
- Flame Strike (5th-Level; V, S). A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 23 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success.
- Hold Monster (5th-Level; V, S, Concentration). One creature the empyrean can see within 60 feet makes a DC 23 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success.
- Languages
- Celestial, Common, six more
- Saving throws
- Wisdom: 14; Charisma: 15; Strength: 17; Constitution: 17; Intelligence: 13
- Damage immunities
- radiant; damage from nonmagical weapons
- Legendary actions
- The empyrean can take 1 legendary action. Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn.
- Attack. The empyrean makes a weapon attack.
- Cast Spell. The empyrean casts a spell. The empyrean can't use this option if it has cast a spell since the start of its last turn.
- Fly. The empyrean flies up to half its fly speed.
- Shout (Recharge 5-6). Each creature within 120 feet that can hear the empyrean makes a DC 25 Constitution saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of the empyreans next turn. On a success, a creature takes half damage.
- Special abilities
- Divine Grace. If the empyrean makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure. Furthermore, while wearing medium armor, the empyrean adds its full Dexterity bonus to its Armor Class (already included).
- Innate Spellcasting. The empyreans innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components: At will: charm person, command, telekinesis, 3/day: flame strike, hold monster, lightning bolt, 1/day: commune, greater restoration, heroes feast, plane shift (self only, can't travel to or from the Material Plane)
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).