Fomorian Warlock of the Dark

Huge giant, any alignment

Armor Class

15 (natural armor)

Hit Points

207 (18d12 + 90)

Speed

30 ft.

Saves

wis +6, cha +8

Skills

stealth +5, arcana +3, perception +6

Senses

darkvision 120 ft.

Languages

Giant, Undercommon

Challenge

12

Proficiency Bonus

+4

Blood Rune

The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction. The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the fomorian dies. If the rune is destroyed, the fomorian can inscribe a blood rune on an object in its possession when it finishes a short or long rest.

Devil's Sight

Magical darkness doesn't impede the fomorian's darkvision.

Legendary Resistance (3/Day)

If the fomorian fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

The fomorian makes three Greatclub attacks. If the fomorian has its blood rune, it can replace one of these attacks with a use of Corrupting Hex.

Greatclub

Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7 (2d6) necrotic damage.

Corrupting Hex (Requires Blood Rune)

The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma saving throw or take 27 (6d8) necrotic damage and become cursed for 24 hours. While cursed this way, the target's speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 16 Intelligence check or the spell fails and is wasted.

Eldritch Burst

Magical energy explodes in a 20-foot-radius sphere centered on a point the fomorian can see within 120 feet of itself. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 32 (5d12) force damage and has the prone condition. On a successful save, a creature takes half as much damage only.

Spellcasting

The fomorian casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16): • At will: detect magic, levitate, mage hand, prestidigitation • 1/Day each: detect thoughts, suggestion, telekinesis

Creeping Gloom (Recharge 6) (Bonus Action)

The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must succeed on a DC 16 Constitution saving throw or take 11 (2d10) necrotic damage and have the blinded condition until the end of its next turn. Blinded: • A blinded creature can't see and automatically fails any ability check that requires sight. • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.