Core Spawn Emissary

Explorer's Guide to Wildemount p. 286 (Third Party)

Tamaño
Mediano
Tipo
aberration
Alineamiento
caótico malvado
CA
15 (natural armor)
Puntos de golpe
102 (12d8+48)
Velocidad
walk 40 ft., fly 60 ft.
Salvaciones
Dex +5, Wis +4, Cha +2
Habilidades
Perception +4
Inmunidades
psychic
Inmunidad a estados
blinded
Sentidos
blindsight 30 ft., tremorsense 60 ft.
Percepción pasiva
14
Idiomas
telepathy 120 ft., understands Deep Speech but can't speak
Desafío
6
Linaje
Core Spawn
FUE
17
+3
DES
15
+2
CON
18
+4
INT
8
−1
SAB
13
+1
CAR
8
−1

Rasgos

Magic Resistance

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

Acciones

Multiattack

The emissary makes three talons attacks.

Talons

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

Alluring Thrum (Recharges 5-6)

The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Crystal Spores (Recharge 6)

A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

recharge

D6

Otros datos

description

These airborne predators serve as assassins and sentinels for the core spawn. The terrible thrum of its insectoid wings and a chittering of mandibles announces an emissary's arrival.

The core spawn emissary can expel clouds of crystalline spores from tubes in its head. These spores act like a contact poison and can be deadly if inhaled.

Offspring of Calamity: The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.