Monster
Phaerimm Scout
Outside your table’s allowed sources
Official reference · NF · 2014
- Creature type
- Aberration
- Size
- Medium
- Armor class
- 13
- Hit points
- 44 (8d8 + 8)
- Speed
- Walk 10 ft., Fly 40 ft.
- Challenge rating
- 2
- Alignment
- Neutral Evil
- Strength
- 12
- Dexterity
- 13
- Constitution
- 12
- Intelligence
- 15
- Wisdom
- 16
- Charisma
- 16
- Passive Perception
- 15
- Initiative
- +3
- Saving Throws
- int: +4; cha: +5
- Skills
- perception: +5
- Senses
- Truesight 60 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 two attacks, using Stinger or Mindwarp Ray in any combination.
Stinger
Melee Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage plus 9 (2d8) Poison damage.
Mindwarp Ray
Ranged Attack: +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.
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.
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