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King Fomor

Gargantuan · Celestial · CR 22 · Chaotic Evil

Armor Class
21
Hit Points and Hit Dice
656 (32d20+320)
Challenge Rating CR
22

Ability Scores

Core attributes and their modifiers.

STR
30
+10
DEX
24
+7
CON
30
+10
INT
22
+6
WIS
24
+7
CHA
26
+8

Overview

Category Monsters
Size Gargantuan
Type Celestial
Alignment Chaotic Evil
XP 41000
Initiative Bonus +7

Movement

Walk 60 ft (18.3 m)
Fly 60 ft (18.3 m)
Swim 30 ft (9.1 m)
Climb 30 ft (9.1 m)
Crawl 30 ft (9.1 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 17

Saving Throws

Strength +17 Constitution +17 Intelligence +13 Wisdom +14 Charisma +15

Languages

Celestial, Common, six more

Resistances & Immunities

Damage Immunities
radiant; damage from nonmagical weapons

Traits

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)

Actions

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.

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.

Maul

+17 to hit, reach 10 ft (3 m). Hit: 8d6+10 plus 4d6 radiant damage.

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.

Bonus Actions

Burning Gaze

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.

Elite Recovery

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.

Immortal Form

The empyrean magically changes its size between Gargantuan and Medium. While Medium, the empyrean has disadvantage on Strength checks. Its statistics are otherwise unchanged.

Legendary Actions

Attack

Cost 1

The empyrean makes a weapon attack.

Cast Spell

Cost 1

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

Cost 1

The empyrean flies up to half its fly speed.

Shout

Cost 1

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.

The empyrean can take 1 legendary action

Cost 1

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.

About King Fomor

King Fomor is a gargantuan celestial with a Challenge Rating of 22. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 21 and possesses 656 hit points (derived from 32d20+320).

King Fomor has communication capabilities including Celestial, Common, six more. This allows it to interact verbally with various creatures and characters.

GM Tips: Using King Fomor

3 tips available

When using King Fomor in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing King Fomor

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 22.

High-Level Solo Encounter:

This creature is too powerful for a single level-20 character. You need 3.0 character(s) at maximum level (20) to face this creature.

Experience Point Thresholds:

  • Medium: 50,600 XP
  • Hard: 75,900 XP
  • Deadly: 101,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of King Fomor?
King Fomor has a Challenge Rating of 22, making it appropriate for parties of level 22.0.
What type of creature is King Fomor?
King Fomor is a Gargantuan Celestial, which affects how certain spells and abilities interact with it.
What languages does King Fomor speak?
King Fomor can communicate in Celestial, Common, six more.

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