Fantasy
Ruins, enchanted forests, and hidden secrets galore, all encompassed by a looming Infernal threat!
Author's Note: **TO AVOID SPOILERS, DON'T LOOK AT ANY SETTINGS OR INSPECT ANY CHARACTERS. IT'S BEST TO GO IN BLIND.**
This custom game has tons of races to choose from, as well as a multitude of NPC's and monsters to interact with. Get lost in the story of an internal struggle between infernal forces that are brewing deep within the land, or forge your own adventure, independent of what goes on entirely!
I personally recommend using Friends and Fables turn based combat feature, and due to the mass amounts of NPC's, locking game-changing/story-altering memories if you have the capability to do so. Some races have racial abilities that might come in handy, so make sure to ask Franz about it at the beginning of your game, and lock it into his memory as well!
Played | 33 times |
Cloned | 0 times |
Created | 59 days ago |
Last Updated | 31 days ago |
Visibility | Public |

HP Range90 - 120 (Avg: 105)
AC15
XP3900
Description
A twisted giant with a grotesque appearance, the Fomorian is a creature of chaos and malice. Its body is covered in warts and scars, and its eyes glow with a malevolent light, reflecting its dark intentions.
Details
Size | Large |
Type | Giant |
CR | 8 |
XP | 3900 |
Languages | Giant, Common |
Defenses
Armor Class | 15 |
HP Range | 90 - 120 (Avg: 105) |
Damage Vulnerabilities | None |
Damage Resistances | Bludgeoning, Piercing, Slashing |
Damage Immunities | None |
Condition Immunities | Blinded, Deafened |
Actions
Bite
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) piercing damage.
Club
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 6) bludgeoning damage.
Dark Vision
The Fomorian can see in dim light as if it were bright light, and in darkness as if it were dim light, up to 60 feet.
Multiattack
The Fomorian makes two attacks: one with its club and one with its bite.
Terrifying Gaze
The Fomorian can target one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.