Ruhan of the Fomori
On the far-flung plane of Ir, a race of giants wander the shredded valleys and hostile peaks of the world, keeping a constant vigil over the plane to defend it from outside invaders. Known as the Fomori, these giants ritualistically tattoo themselves after each battle, their skin telling a story of their achievements and victories. Unlike other races, the Fomori never stop growing, becoming larger as the grow stronger. One of the largest of all Fomori is an exile named Ruhan, who foregoes the Fomori dedication to defend Ir to instead wander his homeland, endlessly seeking the next war.
Fit for Survival In his childhood, Ruhan's clan never believed that he would survive to see adulthood. Ruhan could not see anything at all, having been born blind. Quiet and unassuming when he was younger, Ruhan spent his time listening to the world around him, learning to judge it by his other senses. When he disappeared from his clan one day, the others assumed he had gone to die. Instead, Ruhan had forsworn allegiance to his people, making his own way to seek the revered Fomori blademasters. Under their tutelage he learned the art of combat, his devastating strikes and keen sense for timing and positions turning him into a fierce warrior. After learning all he felt he could. Ruhan again disappeared, vanished in the middle of the night.
Master of War As years passed, Ruhan avoided any contact with other giants. But the Fomori slowly learned of Ruhan's fate, from stories told by travelers and traders, of a lone Fomori soldier seeking any battle he could. Ruhan sought war after war, wading in with a devastating greatclub, swining at every fighter until both sides were left in ruins. With nothing but his own club for support, Ruhan grew stronger, slowly coming to tower over most common Fomori. Eventually he would met other giants in battle, and slay them as easily as he took out armies of humans. After each battle, Ruhan marked himself with his own tattoos- concentric circles of red, green, and blue that showed no hint of ancestral design. Ruhan had proclaimed his independence from his people, and showed no intention of ever turning back.
Ruhan of the Fomori
On the far-flung plane of Ir, a race of giants wander the shredded valleys and hostile peaks of the world, keeping a constant vigil over the plane to defend it from outside invaders. Known as the Fomori, these giants ritualistically tattoo themselves after each battle, their skin telling a story of their achievements and victories. Unlike other races, the Fomori never stop growing, becoming larger as the grow stronger. One of the largest of all Fomori is an exile named Ruhan, who foregoes the Fomori dedication to defend Ir to instead wander his homeland, endlessly seeking the next war.
Armor Class | 18 (natural armor) | ||
---|---|---|---|
Hit Points | 36d12+180 | ||
Speed | 40 ft. | ||
Strength | 27 (+8) | ||
Dexterity | 10 (+0) | ||
Constitution | 20 (+5) | ||
Intelligence | 10 (+0) | ||
Wisdom | 19 (+4) | ||
Charisma | 16 (+3) | ||
Saving Throws | Strength d20+15 | Constitution d20+12 | Intelligence d20+7 |
Wisdom d20+11 | |||
Skills | Intimidation d20+17 | Perception d20+11 | Survival d20+11 |
Damage Resistances | Cold | ||
Condition Immunities | Blinded | Frightened | |
Senses | Blindsight 120 ft. (blind beyond this radius) | Passive Perception 21 | |
Languages | Common | Giant | |
Challenge | 21 (33000 XP) | ||
Special | Charge | If Ruhan moves at least 20 ft. straight towards a creature | and hits it with a gore attack on the same turn, |
the attack deals an additional 2d10 damage | |||
Action 1 | Multiattack | Ruhan makes two attacks with his greatclub and one gore attack | |
Action 2 | Gore | Melee Weapon Attack | d20+15 to hit |
Reach 5 ft., one target | Hit 4d10+8 piercing damage and the target must make a DC 24 Strength saving throw | or be thrown 20 ft. away from Ruhan in a direction of his choice. | If this movement causes the target to hit a wall or some other object, |
the target takes 1d8 bludgeoning damage for every 5 ft. of movement. | If the target hits a creature, | both must make a DC 24 Dexterity saving throw, | taking d201d8 bludgeoning damage on a failed save for every 5 ft. of movement |
Action 3 | Greatclub | Melee Weapon Attack | d20+15 to hit |
Reach 10 ft., one target | Hit 6d12+8 bludgeoning damage | ||
Action 4 | Sweeping Strike | Ruhan makes a single greatclub attack with a disadvantage against each creature within 5 ft. | A creature hit by one of these attacks must make |
a DC 24 Strength saving throw or be knocked prone | |||
Legendary Action | Ruhan of the Fomori can take 3 legendary actions, | choosing from the options below. | Only one legendary action option can be used at a time |
and only at the end of another creature's turn. | Ruhan regains spent legendary actions at the start of his turn | ||
Legendary Action 1 | Greatclub | Ruhan makes an attack with his greatclub | |
Legendary Action 2 | Gore Charge (Costs 2 Actions) | Ruhan moves up to half his speed and then makes a gore attack | |
Legendary Action 3 | Sweeping Strike (Costs 3 Actions) | Ruhan uses his sweeping strike |
Remove these ads. Join the Worldbuilders Guild
Comments