Online Viewer of Enchanted Realms Monsters
Over-Category: Biophage |
---|
Kingdom: Giantkin |
Beings that are biophages are those who eat and survive by the consumption of other living and materials or various nutrients that reside in the earth or native terrain. Giantkin tower over humans and their kind. They are humanlike in shape, though some have multiple heads or deformities. There is a subtype called true giant, but other creatures such as ogres and trolls are also giantkin. |
Fomhóraigh (Horgus)
Standing around 10 to 12 feet tall, fomhóraigh are a race of giant-kin hideously deformed by an ancient curse, considered to be the most hideous and wicked of all the giant races. The deformities that fomhóraigh have varied widely between individuals. These include such things as randomly distributed facial features (e.g., eyes on the sides of their head), disproportionate or crooked limbs, humpbacks, long pointed heads, flapping ears, large noses, or mouths that are either gaping or tiny. General features shared by all fomhóraigh is a skin tone which ranges from purple-gray to pale-white, varying degrees of large warts scattered across their body, and one eye that was larger than other. This larger eye, known as their evil eye, has a cat-like iris and varied in color. Hairlessness is also relatively common among fomhóraigh of both sexes though some were known to have scattered patches of hair that were as tough as wire. There is no single odor associated with them — some are completely lacking, while others smell strongly due to having overactive sweat glands. Fomhóraigh are known to be quite evil, greedy and disloyal by nature. Thus, it is helpful for most civilized races that this giantkin lives primarily in the deep-dark or in the Feywild.
Due to their deformities, fomhóraigh are incapable of throwing boulders the way other giants do. In combat they utilized all varieties of blunt weaponry. They are often known to wield giant-clubs, flails, maces, but also giant-sized nets. The strongest among them will wield crude shields and typically have better armor. However, the typical strategy for them is to sneak up behind their opponents and hit them as hard as possible, as they are not very bright creatures, but oddly and despite the physiological nature, this race has a natural stealth skill.
Notes: | Stealth) |
Body: | 33 ( STR:9, AGIL:3, RESIL:10 ) |
Mind: | 4 ( LOGIC:1, PERC:1, JUDG:1 ) |
Spirit: | 12 ( WILL:4, FAITH:2, MUSE:2 ) |
Movement: | 60 feet |
Size Category: | Huge (+2 to hit) |
Protection Points: | 7 |
Guard Roll Dice: | d4 & d4 |
— ATTACK METHOD — | |
Attack: | Club (melee) |
Number of d20s: | 3 |
To-Hit Modifier: | +9 (not including size bonus) |
Damage Type: | blunt |
Damage: | 5 to 7 pts |
— ATTACK METHOD — | |
Attack: | Net (range) |
Number of d20s: | 1 |
To-Hit Modifier: | 0 (not including size bonus) |
Damage Type: | No-Damage |
Damage: | none |
Attack Special: | onHit;;{"command":"n-markers","tags":[{"tag":"restrained","parameter":"true"}]} |