Formorian

Huge Giant
Hit Dice: 15d8+90 (157 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 21 (–⁠2 size, +1 Dex, +9 natural, +3 hide armor), touch 9, flat-footed 20
Base Attack/Grapple: +11/+31
Attack: Huge heavy flail +21 melee (4d6+18/19–20), or slam +21 melee (1d8+12)
Full Attack: Huge heavy flail +21/+16/+11 melee (4d6+18/19–20), or 2 slams +21 melee (1d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Trample 2d10+18 (DC 29)
Special Qualities: Damage reduction 5/—, fast healing 5, scent
Saves: Fort +15, Ref +6, Will +6
Abilities: Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9
Skills: Listen +3, Move Silently +29, Spot +21; racial bonuses
Feats: Alertness, Cleave, Great Cleave, Power Attack, Track
Environment: Any mountains and underground
Organization: Solitary, pair, or gang (3–5)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4

Fomorians are grossly deformed behemoths that live in mountain caves, abandoned mines, or other subterranean areas. They rarely modify their homes for comfort or convenience; they simply adapt to their surroundings. Their territories are commonly marked by the partially consumed bodies of their victims.

Each fomorian has a different set of physical deformities. These can include a misplaced or misshapen limb, a misplaced facial feature, a hunchback, a bulging body part, drooping flesh, flapping ears, a huge snout, large feet on short legs, and many others. Patches of hair as tough as wire are scattered over its pale white skin, and large warts and other growths dot its thick hide.

Unlike other giants, fomorians can survive on relatively little food, considering the size of their bodies. They eat almost any organic matter they come across, from molds and lichens to humanoid prey, which is their favorite.

A fomorian speaks Giant and one other language (usually Common).

Combat

Fomorians usually try to sneak up on opponents and hit as hard as they can. If they bother to keep captured opponents alive after combat, it is only for the entertainment they gain from crude torture before eating their fallen foes. Fomorians do not throw or catch rocks as other giants do.

Skills: A fomorian has a +10 racial bonus on Move Silently checks.

Fomorian Society

Depravity and wickedness rule fomorian society. The strongest and cruelest rules over all the others within reach, and women and children are treated as slaves in every household. Acts of violence, sometimes resulting in permanent injury or death, are common among fomorians. Anyone who can completely dominate a fomorian can use the creature as an ally, but such an alliance lasts only as long as the fomorian fears the dominant being.

Fomorian Characters

A fomorian’s favored class is barbarian. Gang leaders are either druids or barbarian/druids.

A fomorian PC’s effective character level (ECL) is equal to its class level + 17. Thus, a 1st-level fomorian barbarian has an ECL of 18 and is the equivalent of a 18th-level character.

Source: Monster Manual II, page 105. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.