Huge Giant, Chaotic Evil
Armor Class 14 natural
Hit Points 350 (17d12 + 65)
Speed
STR
23 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
9 (-1)
WIS
14 (+2)
CHA
6 (-2)
Skills Perception +8, Stealth +3
Damage Vulnerabilities Psychic
Senses Darkvision 120, Passive Perception 18
Languages Giant, Undercommon
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Narcissist . Clapperleg is weak to being confronted with his horrid state. If "presented with his curse" Clapperleg gains Disadvantage on his first attack on his next turn. Additionally, while presented with his horrific appearance, Clapperleg is vulnerable to psychic damage and takes 2d8 damage from any effect which would cause the Charmed state, half on a successful save against that affect. This works even if the effect would normally be unable to target him.

Actions

Multiattack. Clapperleg attacks twice with his greatclub or makes one greatclub attack and uses Evil Eye once.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., 1 target. Hit: 19 (3d8 + 6) [bludgeoning] damage. 

Evil Eye. Clapperleg magically forces a creature he can see within 60 feet to make a DC 14 Charisma saving throw. The target takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. 

Curse of the Evil Eye (Recharge after a Short or Long Rest or as a Villain Action). Clapperleg. With a stare, Clapperleg uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities, sharing in the fomorian's curse. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength and Dexterity. 

The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. 

Bonus Actions

Stop and Listen. Clapperleg can make a Wisdom (Perception) ability check to try and hear or smell his enemies. If the target fails rolls lower on their Stealth check than Clapperleg's Perception, the fomorian can attack them without disadvantage for the turn even if they are invisible or unseen.

Kneel!. Clapperleg slams his greatclub or fist to the ground and target's an enemy within 15'. The target makes a DC 14 Strength saving throw or falls prone. If the target was already hit by Clapperleg this turn, the fomorian can grab the target upon being knocked prone (escape DC 14).

Reactions

How Dare You!. If Clapperleg is hit by a ranged attack from any source, he can use his reaction to increase his AC by 2 until the start of his next turn.

Legendary Actions

The following abilities are Villain Actions and will be done in a specific order, as detailed below. A villain action can take place at any time during the turn immediately after a player character finishes their turn. Each can only be done once and only on the turn designated.

Glass Breaks (Round 1). Clapperleg roars out in righteous anger, his bellow shattering glass throughout the room. Everyone in the room must make a DC 14 Dexterity saving throw or take 7 (2d6) piercing damage and be stuck with glass shards in their body. These take an Action to remove.

Reap the Whirlwind (Round 2). Enter the description for your legendary action. Clapperleg cries out in frustrated agony, drawing the broken glass of his domain in around his form in a semblance of the wind wall spell. When the wall appears, each creature within its area (except Clapperleg) must make a Strength saving throw (DC 14). A creature takes 3d8 piercing damage on a failed save, or half as much on a successful one. Additionally, any creature with glass in their body from the Glass Breaks takes an additional 1d4 damage as the glass is yanked free.

The keening razor-sharp glass keeps fog, smoke, and other gasses at bay. Small or smaller flying creatures or objects cannot pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. Creatures in gaseous form cannot pass through the wall.

Looking at the wall from without reveals thousands upon thousands of reflections of Clapperleg's evil eye, searching.

Rage of the Evil Eye (Round 3). In a roar of terrible psychic pain, Clapperleg stares into the whirlwind of reflective surfaces and unleashes the agony of his curse. Anyone who can see the wall of glass is subject to the Curse of the Evil Eye and must make a saving throw.

I See Myself in You! (Round 4+). Desperate to destroy his enemies, Clapperleg begins to reach out psychically to one on each turn. The target feels their body transform, rippling apart with grotesque, bulging muscles. Then, they feel their body yanked inward and forced into another location. Clapperleg performs a hideous teleportation which switches his body with that of a target he can see. There is no saving throw and the target takes 2d4 psychic damage from the act. 

Description

The most hideous and wicked of all giantkind are the godless fomorians, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their misshapen, warty heads. Others have limbs of grossly different sizes and shapes, or emit terrible howls each time they draw breath through misshapen mouths. Their wretched appearance rarely evokes sympathy, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds.

Fey Curse. The elves remember when the fomorians were among the most handsome of races, possessed of brilliant minds and unrivaled magical ability. That physical perfection did not extend to their hearts, however, as a lust for magic and power consumed them.

The fomorians sought to conquer the Feywild and enslave its inhabitants, claiming those creatures’ magic for themselves. When the fey united to defend their realm, the fomorians fought them and were subjected to a terrible curse.

One by one, the giants fell as their bodies were warped to reflect the evil in their hearts. Stripped of their grace and magical power, the wretched horrors fled from the light, delving deep beneath the world to nurse their hatred. Cursing their fate, they have ever after plotted vengeance against the fey that wronged them.

Giants of the Underdark. The fomorians dwell in eerily beautiful caverns in the Underdark, rarely venturing to the surface. Their lairs feature abundant access to water, fish, and mushroom forests, as well as to the creatures whose slave labor keeps the fomorians fed. When those slaves can no longer toil, they are slain and devoured. Wickedness and depravity are the cornerstones of fomorian society, in which the strongest and cruelest giants rule. Fomorians mark their territories with the corpses of their enemies, painting their cavern walls with blood or stitching together limbs and body parts to make mockeries of the creatures they have killed.

Ruined Flesh, Evil Minds. The deformities visited on the fomorians prevent them from hurling rocks like their giant kin, or wearing anything more than scraps of cloth. However, the grotesque positioning of their eyes, noses, and ears gives fomorians keen perceptive abilities, making it hard to surprise or ambush them.

The greed and evil of the fomorians lies at the heart of their degeneration and fall, and continues to plague them. Fomorians make alliances with other creatures when it suits them, but they are disloyal by nature and betray their allies on a whim.

Curse of the Evil Eye. Fomorians can pass their curse onto others using a power called the evil eye — a last vestige of the giants’ once-remarkable spellcasting ability. A creature cursed by a fomorian’s evil eye is magically twisted and deformed, gaining a glimpse into the pain and malice that has consumed this evil race.

Monster Tags: fey

Hand_DM

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