Fomorian Outcast
Huge fey humanoid (giant)
Level 15 Elite Lurker XP 2400

Initiative +18        Senses Perception +11; truesight 6
HP 222; Bloodied 111
AC 27; Fortitude 27, Reflex 29, Will 26
Saving Throws +2
Speed 8
Action Points 1

Punch (standard, at-will)

Reach 3; +20 vs AC; 3d6+5 damage.

Prison Chains (standard; usable only while the outcast does not have a creature grabbed, at-will) Weapon

Reach 3; +20 vs AC; 1d6+5 damage, and the target is grabbed (and takes a -5 penalty to checks made to end the grab) and is pulled 2 squares into an unoccupied square adjacent to the outcast. The outcast can move the grabbed creature without making a Strength check. While the outcast has the target grabbed, any attack that hits the outcast also hits the grabbed creature.

Crack Shackles (standard; requires the outcast to have the creature grabbed, at-will)

Targets the grabbed creature; +20 vs AC; 5d6+5 and the grab ends.

Evil Eye (minor 1/round; requires the outcast to have the creature grabbed, at-will) Psychic

Close burst 5; targets enemies; +18 vs Will; 2d8+4 psychic damage, and the outcast and any creature it is grabbing become invisible to the target until the end of the outcast’s next turn.

Alignment Evil        Languages Elven
Skills Stealth +19, Thievery +19
Str 20 (+12)      Dex 25 (+14)      Wis 18 (+11)
Con 15 (+9)      Int 12 (+8)      Cha 20 (+12)

Description: When a fomorian breaks the local king’s law or fails in a coup, it is banished and sentenced to years of hard labor. Those that escape or survive the prisons are unwelcome in the civilized realms of the Feydark.

Fomorian outcasts are dressed in scavenged tatters of fomorian finery. They wear their shackles as a vow of vengeance.

Published in Dungeon Magazine 176, page(s) 65.