Fomorian Noble

Huge giant (wizard), typically chaotic evil

Armor Class

14 (17 with mage armor)

Hit Points

253 (22d12 + 110)

Speed

30 ft.

Saves

wis +7, cha +8, int +9

Skills

stealth +9, arcana +14, perception +7

Condition Immunities

charmed

Languages

Giant plus any three languages

Challenge

15

Proficiency Bonus

+5

Actions

Multiattack

The fomorian makes three Rod attacks.

Rod

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 11 (2d10) force damage.

Spellcasting

The fomorian casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): • At will: mage armor (self only), mage hand, prestidigitation • 1/Day each: chain lightning, cone of cold (6th-level version), fireball (6th-level version), fly, plane shift (self only)

Beguiling Presence (Bonus Action)

The fomorian targets a creature it can see within 60 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition for 1 minute. An affected target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all fomorians' Beguiling Presence for the next 24 hours.