Monster
Phaerimm Agent
Outside your table’s allowed sources
Official reference · FRAiF · 2014
- Creature type
- Aberration
- Size
- Large
- Armor class
- 15
- Hit points
- 123 (19d10 + 19)
- Speed
- Walk 10 ft., Fly 40 ft. (hover)
- Challenge rating
- 8
- Alignment
- Neutral Evil
- Strength
- 12
- Dexterity
- 18
- Constitution
- 12
- Intelligence
- 17
- Wisdom
- 16
- Charisma
- 18
- Passive Perception
- 16
- Saving Throws
- con: +4; int: +6; wis: +6; cha: +7
- Skills
- arcana: +9; insight: +6; perception: +6
- Senses
- Truesight 120 ft.
- Languages
- telepathy 120 ft. understands Common and Deep Speech but can't speak
- Condition Immunities
- charmed
Traits
Magic Resistance
The phaerimm has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The phaerimm makes three attacks, using Dread Stinger or Mindwarp Ray in any combination.
Dread Stinger
Melee Attack: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 13 (2d12) Poison damage.
Mindwarp Ray
Ranged Attack: +7, range 120 ft. Hit: 13 (2d8 + 4) Psychic damage, and the target has the Charmed condition until the start of the phaerimm's next turn.
Bonus actions
The phaerimm teleports up to 30 feet to an unoccupied space it can see.
The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15):
At will: Detect Magic, Detect Thoughts, Mage Hand
1/day each: Clairvoyance, Major Image, Synaptic Static
Protective Magic (3/Day)
The phaerimm casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
3/day: Counterspell, Shield