FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 3
MOVE: 9"
HIT DICE: 13 + 1-3
% IN LAIR: 45%
TREASURE TYPE: [D], [Q] (x 10)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-32
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: <L> (13 1/2' tall)
LEVEL/X.P. VALUE: VI | 2750 + 18/hp
Fomorians are the most hideous, deformed,
and wicked of all giantkind. <comeliness, alignment>
They tend to be solitary, dwelling in
forlorn places such as mountain caves
or abandoned mines. Their thick, hairy
hides, combined with the pelts and
odd metal bits they wear for protection,
give an effective armor class of 3.
Although these deformed monsters MOVE
but slowly for their size,
they can do so with considerable stealth,
and they have +1 to +3 on surprise
depending upon the terrain.
If encountered in the lair, there is a
25% chance that there will be 1-2
females for every male. There will also
be 1-3 young per female. Female
fomorians are =equal= to males, but they
get no bonus points to their hit dice.
Young fomorians get the following:
Size | Hit Dice | Damage |
Small (1) | 7d4 | 2-8 |
Half-grown (2-3) | 13d4 | 4-16 |
Near-adult (4-6) | 13d6 | 4-24 |
Although their deformities prevent them
from hurling rocks, these same
handicaps aid <l?> them so that fomorian
giants can never be surprised under
normal circumstances. Oddly places eyes,
huge ears, and/or large noses enable
them to detect any normal approach.
Weapons used range from huge
clubs to chains with heavy metal balls
attached. The strongest will sometimes
have crude shields and better armor,
so armor class of 2 or even 1 is possible.
A fomorian giant will have terrible deformities,
such as one arm misplaced,
huge feet on short
legs, eyes on the side like a fish's or one in the back of
the head; a hump on the back; a pointed,
long head, flapping ears; a gaping
or tiny mouth; a
huge
nose or snout; and so on. They have scattered
patches of hair as tough as wire.