- 8 (3,900 XP)
Maneuvers. The fomorian uses maneuvers (maneuver save DC 17). It has 23 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:
2 stamina dice: tremoring strike
Multiattack. The fomorian makes two melee attacks or makes one melee attack and uses Evil Eye once.
Greatclub. Melee Weapon Attack: +9 to hit, reach 3 m. Hit: 19 (3d8 + 6) bludgeoning damage.
Club. Melee Weapon Attack: +9 to hit, reach 3 m. Hit: 13 (3d4 + 6) bludgeoning damage.
Evil Eye. The fomorian magically forces a creature it can see within 18 meters of it to make a DC 14 Will 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 (Recharges after a Short or Long Rest). 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.