Rage. When the fomorian is reduced to 75 hp or less it enters a violent rage.
- It has advantage on Strength checks and Strength saving throws.
- It has resistance to bludgeoning, piercing, and slashing damage.
Reckless Attack. When the fomorian makes its first attack on its turn, it may decide to attack recklessly. Doing so gives it advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against it have advantage until the fomorian's next turn
Multiattack. The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once.
Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 6) bludgeoning damage.
Evil Eye. The fomorian magically forces a creature it can see within 60 feet of it to make a DC 16 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.
Curse of the Evil Eye. With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.
The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.
Evil Eye. The fomorian makes an attack with its Evil Eye.
Move and Attack. The fomorian moves up to its movement speed and makes an attack with its Greatclub
Ground Pound. The fomorian strikes at a point on the ground within 15 ft. of it forcing any creature within 5 feet of that spot to make a DC 16 Dexterity saving throw. The creature takes 23 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
Intimidating Presence. The fomorian chooses one creature that it can see within 30 feet of it. If that creature can see or hear you, it must succeed on a Wisdom saving throw (DC 16) or be frightened of you until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
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