Spellcasting. The fomorian casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At will: mage armor (self only), mage hand, prestidigitation
1/day each: chain lightning, cone of cold (6th-level version), fireball (6th-level version), fly, plane shift (self only)
Multiattack. The fomorian makes three Rod attacks.
Rod. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:16 (3d6 + 6) bludgeoning damage plus 11 (2d10) force damage.
Beguiling Presence. The fomorian targets a creature it can see within 60 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition for 1 minute. An affected target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all fomorians' Beguiling Presence for the next 24 hours.
Descended from Annam's son Karontor, fomorians once occupied a place in the giants' ordning between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense of entitlement. Karontor exploited these qualities, tempting them with promises of higher standing in the ordning, and incited his descendants to launch an assault on the Feywild. When the assault failed, the fomorians were banished to the Underdark and…