Phaerimm

Minsc and Boo's Journal of Villainy p. 147

Size
Large
Type
aberration
Alignment
neutral evil
AC
18 (natural armor)
Hit Points
144 (17d10+51)
Speed
walk 15 ft., fly 30 ft. (hover)
Saving Throws
Int +9, Cha +11
Skills
Arcana +9, Insight +10
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
petrified
Senses
truesight 120 ft.
Passive Perception
15
Languages
Undercommon, understands Common, telepathy 100 ft.
Challenge
15
STR
20
+5
DEX
13
+1
CON
16
+3
INT
19
+4
WIS
20
+5
CHA
23
+6

Traits

Arcane Sight

The phaerimm discerns the location of all magical auras within sight and knows which creatures within 60 feet are spellcasters.

Extended Concentration

The phaerimm can concentrate on two different spells at the same time. If concentration is broken, then both spells fade immediately.

Immutable Form

The phaerimm is immune to any spell or effect that would alter its form.

Magic Resistance

The phaerimm has advantage on saving throws against spells and other magical effects.

Innate Spellcasting

The phaerimm is a 15th-level spellcaster. It's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
  • 1st level (4 slots): dissonant whispers, magic missile, shield
  • 2nd level (3 slots): crown of madness, detect thoughts, phantasmal force
  • 3rd level (3 slots): fireball, fear, hypnotic pattern
  • 4th level (3 slots): confusion, greater invisibility, phantasmal killer
  • 5th level (2 slots): dominate person, hold monster, telekinesis
  • 6th level (1 slot): chain lightning, mass suggestion
  • 7th level (1 slot): prismatic spray, reverse gravity
  • 8th level (1 slot): dominate monster

Actions

Multiattack

The phaerimm makes four attacks with its claws and a bite or stinger attack. Alternatively, it attacks with two claws and casts one spell.

Claw

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Bite

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Stinger

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target fails a DC 18 Constitution saving throw, they will be paralyzed for 1 minute. The phaerimm's poison forces the paralyzed target to float five feet above the ground. The target may repeat the saving throw at the end of each of it's turns.

Implant

The phaerimm uses an action to do a stinger attack against a paralyzed target. If the stinger hits, an egg is implanted in the target. This egg can only be removed by spells that cure disease, such as lesser restoration. If the egg is not removed within 90 days, the larva emerges, and the host is killed. A phaerimm has a single egg so may only use this ability once.

Spells

mage hand, minor illusion, poison spray, ray of frost, dissonant whispers, magic missile, shield, crown of madness, detect thoughts, phantasmal force, fireball, fear, hypnotic pattern, confusion, greater invisibility, phantasmal killer, dominate person, hold monster, telekinesis, chain lightning, mass suggestion, prismatic spray, reverse gravity, dominate monster

Spell Slots

0, 4, 3, 3, 3, 2, 1, 1

Other data

description