Far Realm Abomination (Fully Consumed Fire Giant)
Encounter Draft Hightaeria Nemesis Untold! 1241 words
#fire-giant #far-realm #allabar #mini-boss #star-forge-arc

Far Realm Abomination (Fully Consumed Fire Giant)

by archivist

Far Realm Abomination

A fire giant that has been fully consumed by the Far Realm. No longer recognisable as a giant — it’s an aberrant horror wearing a giant’s skin. This is the mini-boss of the mid-descent (session 35).

Description

What stands before you was once a fire giant. The shape is still there — massive, towering — but everything else is wrong. A third arm sprouts from the shoulder blade, ending in fingers that are too long and bend backward. The chest cavity has split open like a mouth, lined with teeth made of bone fragments. One eye is gone, replaced by a cluster of smaller eyes that blink out of sequence. The other eye is enormous, glowing faintly red — Allabar’s gaze made flesh. Where the giant’s feet meet the stone floor, the rock has turned soft and organic, pulsing gently like a heartbeat. Reality bends around it. Straight lines curve. The air tastes like copper.


Stat Block: Far Realm Abomination

Huge aberration, chaotic evil

Armour Class 17 (natural armour — plate fused with flesh)
Hit Points 275 (22d12 + 132)
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 23 (+6) 18 (+4) 14 (+2) 17 (+3)

Saving Throws Str +13, Con +11, Int +9, Wis +7
Skills Perception +7
Damage Immunities Fire, Psychic
Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Charmed, Frightened, Stunned
Senses Truesight 60 ft., Darkvision 120 ft., passive Perception 17
Languages Giant, Deep Speech, Telepathy 120 ft.
Challenge 17 (18,000 XP)


Traits

Aura of Unreality (30 ft.). The space around the abomination warps. Creatures that start their turn within 30 feet must succeed on a DC 17 Wisdom saving throw or suffer one of the following effects (roll d4):

d4 Effect 1 Spatial Distortion — the creature’s speed is halved until the start of its next turn 2 Sensory Bleed — the creature is blinded until the start of its next turn 3 Gravity Lapse — the creature is lifted 10 feet into the air and falls at end of turn (1d6 damage) 4 Echo Voice — the creature hears its own thoughts spoken aloud in Deep Speech. Disadvantage on concentration checks until start of next turn

A creature that succeeds on the save is immune to this aura for 1 minute.

Far Realm Regeneration. The abomination regains 15 hit points at the start of its turn if it has at least 1 hit point. If the abomination takes radiant damage, this trait doesn’t function at the start of its next turn.

Aberrant Form. The abomination can move through a space as narrow as 5 feet wide without squeezing. Its body reshapes to fit.


Actions

Multiattack. The abomination makes three attacks: one Bite, one Greatsword, and one Grasping Arm.

Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage.

Bite (Chest Maw). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage plus 9 (2d8) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 18). While grappled, the target is restrained and takes 9 (2d8) necrotic damage at the start of each of its turns.

Grasping Arm (Third Arm). Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be pulled 10 feet toward the abomination.

Warp Bolt (Recharge 5-6). The abomination projects a bolt of Far Realm energy at a point within 90 feet. Each creature within a 20-foot radius must make a DC 17 Intelligence saving throw, taking 36 (8d8) psychic damage on a failure, or half on a success. On a failure, the creature also can’t take reactions until the start of its next turn.


Legendary Actions (3/round)

The abomination can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

Shift (1 action). The abomination moves up to 20 feet without provoking opportunity attacks. Its body flickers and warps during the movement.

Psychic Scream (2 actions). Each creature within 15 feet must succeed on a DC 17 Wisdom saving throw or take 14 (4d6) psychic damage and be frightened until the end of its next turn.

Vecna’s Gaze (3 actions). The enormous red eye fixes on one creature within 60 feet. The target must succeed on a DC 17 Charisma saving throw or be paralysed until the end of its next turn, as Vecna’s will floods through the eye. While paralysed, the target sees a vision: the Red Moon, the chains, and what waits behind them.


Lair Actions (Inside the Volcano)

On initiative count 20 (losing ties), the abomination can use one of the following lair actions. It can’t use the same one two rounds in a row:

  • Flesh Floor. The stone floor within 30 feet of the abomination turns soft and organic. The area becomes difficult terrain until initiative count 20 on the next round. Creatures that start their turn in the area must succeed on a DC 15 Dexterity save or be restrained until the start of their next turn.

  • Reality Fracture. The abomination chooses a 15-foot cube within 60 feet. Space folds. Each creature in the area is teleported to a random unoccupied space within 30 feet of its original position.

  • Lava Surge. A gout of lava erupts from the volcano wall within 60 feet. Each creature within 10 feet of the eruption must make a DC 15 Dexterity save, taking 22 (4d10) fire damage on a failure, or half on a success. The lava pool remains as difficult terrain for 1 round.


Tactics

  1. Opens at range with Warp Bolt if the party is clustered, then closes to melee
  2. Grasping Arm pulls ranged characters/spellcasters into Bite range
  3. Bite grapple on the biggest damage dealer — the chest maw is hungry for Guts
  4. Legendary: Shift to reposition when flanked
  5. Legendary: Vecna’s Gaze on Lux — Vecna wants Lux to SEE the truth of Allabar
  6. Lair: Flesh Floor when the party clusters around it
  7. Lair: Reality Fracture to scatter the party and isolate targets
  8. Far Realm Regeneration means the party needs radiant damage (Alora and Kaial’s time to shine)

DM Notes

  • This fight should feel alien and wrong, not just numerically hard
  • Describe the smell (copper, ozone, rot), the sounds (wet clicking, whispers in Deep Speech), the visuals (geometry bending, shadows pointing the wrong way)
  • When it dies, the body collapses and the corrupted tadpole wriggles out from behind the eye — writhing, trying to find a new host. Someone needs to kill it. Let the party see what’s been driving these things.
  • If they harvest the tadpole instead of killing it — that’s a player choice with consequences

Death Scene

When the abomination falls to 0 HP, its body doesn’t just die — it unravels. The extra limbs go limp first. The chest maw exhales something that smells like the void. The enormous red eye dims, but just before it goes dark, it focuses on one party member (DM’s choice — Lux is the obvious pick) and they hear a single whispered word from Vecna. Make it personal. Make it a promise.

Then the tadpole squirms out.