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<title>King Fomor</title>
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<h1>King Fomor</h1>
<p><em>Gargantuan</em> <em>Celestial</em></p>
<ul>
<li><strong>Armor Class:</strong> 21</li>
<li><strong>Hit Points:</strong> 656 (32d20+320)</li>
<li><strong>Speed:</strong> walk 60 ft. fly 60 ft.</li>
<li><strong>Challenge Rating:</strong> 22 (41,000 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 406</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>30 (+10)</td>
<td>24 (+7)</td>
<td>30 (+10)</td>
<td>22 (+6)</td>
<td>24 (+7)</td>
<td>26 (+8)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +17, Con +17, Int +13, Wis +14, Cha +15</li>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> radiant; damage from nonmagical weapons</li>
<li><strong>Senses:</strong> truesight 120 ft., passive Perception 17</li>
<li><strong>Languages:</strong> Celestial, Common, six more</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Divine Grace:</strong> 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).</li>
<li><strong>Innate Spellcasting:</strong> 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)</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Maul:</strong> 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.</li>
<li><strong>Lightning Bolt (3rd-Level; V, S):</strong> 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.</li>
<li><strong>Flame Strike (5th-Level; V, S):</strong> 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.</li>
<li><strong>Hold Monster (5th-Level; V, S, Concentration):</strong> 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.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Immortal Form:</strong> The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged.</li>
<li><strong>Burning Gaze:</strong> A line of fire 5 feet wide and 60 feet long blasts from King Fomors eye. Each creature in the area makes a DC 23 Constitution saving throw, taking 35 (10d6) fire damage and 35 (10d6) radiant damage on a failure or half damage on a success. When King Fomor is bloodied, his Burning Gazes shape is a 60-foot cone instead of a line.</li>
<li><strong>Elite Recovery (While Bloodied):</strong> King Fomor ends one negative effect currently affecting him. He can do so as long as he has at least 1 hit point, even while unconscious or incapacitated.</li>
</ul>
<h3>Legendary Actions</h3>
<ul>
<li><strong>The empyrean can take 1 legendary action:</strong> 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.</li>
<li><strong>Attack:</strong> The empyrean makes a weapon attack.</li>
<li><strong>Cast Spell:</strong> 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.</li>
<li><strong>Fly:</strong> The empyrean flies up to half its fly speed.</li>
<li><strong>Shout (Recharge 5-6):</strong> 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.</li>
</ul>
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