Phaerimm Scout
Medium Aberration, Neutral EvilAlien, Magic-Obsessed Manipulators
Habitat Underdark, Urban — Treasure Arcana, Implements
Phaerimm are malevolent alien beings who seek to dominate other sentient beings. A phaerimm's conical body ripples through the air, trailing behind a large, flat mouth ringed by four delicate arms. A phaerimm's body tapers to a venomous stinger it prefers to use only when magical means fail it.
Ancient phaerimm devastated the once-powerful empire of Netheril. The phaerimm were imprisoned long before the rise of Netheril beneath the great desert of Anauroch, where they plot a return to their former dominion.
Phaerimm scouts typically operate alone and in the shadows, gathering information for upcoming phaerimm operations.
AC 13
Initiative +3 (13)
HP 44 (8d8 + 8)
Speed 10 ft., fly 40 ft. (hover)
STR
12 (+1)
Save +1
DEX
13 (+1)
Save +1
CON
12 (+1)
Save +1
INT
15 (+2)
Save +4
WIS
16 (+3)
Save +3
CHA
16 (+3)
Save +5
Saving Throws INT +4, CHA +5
Skills Perception +5
Condition Immunities Charmed
Senses Truesight 60 ft., Passive Perception 15
Languages Understands Common and Deep Speech but can't speak; telepathy 120 ft.
CR 2
Actions
Multiattack. The phaerimm makes two attacks, using Stinger or Mindwarp Ray in any combination.
Stinger. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage plus 9 (2d8) Poison damage.
Mindwarp Ray. Ranged Attack Roll: +5, range 120 ft. Hit: 6 (1d6 + 3) Psychic damage, and the target has the Charmed condition until the start of the phaerimm's next turn.
Spellcasting. The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 13): At Will: Detect Magic, Detect Thoughts, Mage Hand. 1/Day: Clairvoyance.
Reactions
Uncanny Dodge. Trigger: The phaerimm is hit by an attack roll. Response: The phaerimm halves the damage (round down) it takes from that attack.