Monster
Core Spawn Emissary
Outside your table’s allowed sources
Official reference · EGW · 2014
- Creature type
- Aberration
- Size
- Medium
- Armor class
- 15 (natural armor)
- Hit points
- 102 (12d8 + 48)
- Speed
- Walk 40 ft., Fly 60 ft. (hover)
- Challenge rating
- 6
- Alignment
- Chaotic Evil
- Strength
- 17
- Dexterity
- 15
- Constitution
- 18
- Intelligence
- 8
- Wisdom
- 13
- Charisma
- 8
- Passive Perception
- 14
- Saving Throws
- dex: +5; wis: +4; cha: +2
- Skills
- perception: +4
- Senses
- blindsight 30 ft., tremorsense 60 ft.
- Languages
- telepathy 120 ft., understands Deep Speech but can't speak
- Immunities
- psychic
- Condition Immunities
- blinded
Traits
The emissary has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The emissary makes three talons attacks.
Talons
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) slashing damage.
Alluring Thrum (Recharge 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.