Firgorm Chief

Medium fey, chaotic neutral

Armor Class 14 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 18 (+4)

Skills Nature +3, Perception +4, Performance +7, Stealth +5, Survival +4
Damage Resistances lightning, thunder
Damage Immunities cold
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Proficiency Bonus +3
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Amphibious. The firgorm can breathe air and water.
  • Innate Spellcasting. The firgorm’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
  • Underwater Camouflage. The firgorm has advantage on Dexterity (Stealth) checks made while underwater.

ACTIONS

  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
  • Rhyming Contest (Recharges after a Short or Long Rest). The firgorm targets one creature that can hear it within 120 feet. The target must contest its Charisma (Performance) check against the firgorm’s Charisma (Performance) check. If the firgorm wins, the target suffers 10 (3d6) psychic damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the firgorm chief can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the firgorm chief is incapacitated.

BONUS ACTIONS

  • Storm’s Fury. As a bonus action, the firgorm can summon a bolt of lightning to strike a target it can see within 60 feet of it. The target must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

ABOUT

This fey has the appearance of a human but its skin is entirely blue with a gray beard.

Firgorm, known as the Blue Men, make their homes in underwater caves, hidden away in treacherous stretches of water. These creatures possess the ability to summon and control storms, which they utilize to strike fear into the hearts of sailors and wreak havoc on passing ships that dare to navigate through their lair.

When the weather is calm, the firgorm rest and float just below the surface of the water. With their torsos raised above the water, the firgorm swim, twist, and dive like porpoises. They possess the power of speech and often engage in rhyming contests, displaying their love for linguistic challenges.

Approaching ships, the firgorm’s chief rises from the water, confronting the ship’s captain with a poetic challenge. If the ship’s captain fails to respond with a suitable verse, the Blue Men will attempt to capsize the vessel. However, if the captain manages to match the firgorm’s challenge, the creatures are thwarted and spare the ship and its crew from disaster.

Although the firgorm are primarily known for their destructive tendencies and their capacity to summon storms, they have a fascination with rhyming contests and enjoy the company of those who can engage them in wordplay.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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