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PHAERIMM

Monster Statblocks for 5th Edition

Adaption by Toby Lowther

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Not for resale. Permission granted to print or photocopy this document for personal use only . PHAERIMM 1
Phaerimm
Phaerimms are aberrations of a wholly evil and sadistic
nature, their desire to destroy all other life held in check only
by their desire to have other beings as slaves and to torture
for their own enjoyment.
A phaerimm has a conical body, tipped with an ovoid head
at one end and a poisonous barbed tail at the other. A
phaerimm’s head disk contains a vast, many-toothed mouth
and is surrounded by four clawed limbs.
Aberrant Physiology. Phaerimm can crawl along the
ground, but usually choose to fly unless prevented from doing
so. Phaerimms communicate with one another by varying the
wind speed around their bodies, and with non-phaerimms
through telepathy.
Phaerimm magic draws on their physiology, creating a very
peculiar kind of casting, the gestures of which require the
caster to have four arms, as the phaerimm do. Because of
this, many phaerimm can draw upon strange magical powers
beyond the grasp of the bipedal races.
Devourer of Magic. Phaerimms consume magical energy
as their primary source of sustenance. As such, they are
frequently attracted to sights of magical catastrophe or places
where spells are cast regularly, drawn by their hunger for
magic. Although they gain no sustenance from doing so,
phaerimms still will eat their prey if only to cause them – or
others who see it – greater suffering.
Path of Destruction. Millennia ago, the phaerimms
plotted to obliterate all life in Faerûn. They destroyed the
mighty Netherese Empire, played an instrumental role in the
destruction of the dwarven Northkingdom of Delzoun, and
devastated the area now known as the Anauroch desert.
However, their attempt was foiled by the elder sharn, who
imprisoned most of the phaerimms in a magical field beneath
Anauroch.
Enemies of the Sharn. The phaerimms were the sworn
foes of the a race of mysterious and powerful aberrations, the
sharn. The sharn were monstrous sorcerers serving an
allience of deities known as the Pentad, seeking to preserve
their culture's lore and to fight against abuse of magic and
corruptions of the weave. As creatures who use their magic to
rule tyrannically over others, the phaerimm represented the
antithesis of everything the sharn stood for.
The sharn were among the only creatures mighty enough
to stand against the phaerimm incursions into the world.
After the sharn imprisoned the phaerimms under the
Anauroch, those phaerimms who escaped their grasp have an
even greater hatred for these creatures, their enemies and
the captors of their kin.
Scattered Survivors. The few phaerimm who escaped the
sharn's imprisonment live scattered across Faerûn. Some
dwell in Myth Drannor, sqaundering their power on intrigue
and political struggles, whilst others have conquered the
beholder city of Ooltul and are attempting to break the
sharn's barrier and free their kindred.
Even those phaerimm who have devoted their lives to
egostistic or eccentric purposes never entirely forget their
kindred burried under the desert, nor the great wrong that
was done against their people.

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Phaerimm beyond the Realms Roleplaying a Phaerimm
The phaerimm are originally a creature firmly rooted in the Phaerimm are first and foremost aberrant creatures, with an
Forgotten Realms; however, there is no reason for you not to alien mind rarely comprehensible to the minds of humanoids.
adapt them to fir your setting. Here are a few ideas to spark Its motives are likely to appear convoluted and in places
your imagination to fit these strange monsters into your own nonsensical due to the unique perspective it has on the world
campaign world. and the creatures within it.
Phaerimm do not understand humanoid concepts of justice
Enemies of Life or mercy. They take a sadistic pleasure in causing harm to
First and foremost, phaerimm are creatures which despise all other forms of life, and it is only their desire for slaves to keep
other living creatures, seeking to conquer and torture them. that holds back their urge for slaughter. Slaves of the
Often, as is the case in the Forgotten Realms, phaerimm will phaerimm are often tortured for even the most minor of
come together in great rampages of annihilation until infractions, leading them to rapidly become useless and in
someone or something halts their progress. need of replacement.
Whenever such a gathering of phaerimm occurs, it leaves When two or more phaerimm meet, they will work together
an unforgettable mark on the very landscape of the world. to inflict their will upon other creatures, without the sense of
Toppling empires, especially those built on magical ambition which other creatures posses. Each phaerimm is
foundations, and ravaging countryside, the advance of the happy to exert its will on those lesser than it, and has no
phaerimm changes both the political and geographical gripe with an elder or more powerful phaerimm cooperating
landscape. with or even commanding it, so long as its own enjoyment is
not inhibited.
Tyrants and Manipulators
As with beholders, phaerimm see themselves as the Phaerimm Names
ultimately superior life form, to which all others must bow. Because phaerimm communication is based upon fluctuating
Unlike beholders, they see slaves not as a necessity, but as a patterns of wind, expressing names for them is very difficult,
fun way of crushing the spirits of others. and these names are hard for other creatures to grasp.
Often, a phaerimm will settle to control a settlement or When a phaerimm needs to communicate with its slaves,
nation of other creatures, but they are never kind or fair perhaps giving an order for one lower in whatever pecking
rulers. They rule with an iron fist, caring neither for mercy or order its minions choose to establish among themselves, it
justice, and never impressed by the lesser beings that serve will often take an alias in the local tongue which evident
them. portrays its role and purpose, such as "King", "Tyrant", or
"Lord".
Otherworldy Creatures Alternatively, some phaerimm who rule over creatures that
The aberrant nature of the phaerimm is a clear indicator of cannot understand its true name may choose another, either
their mysterious origins. Perhaps they come from the piecing together syllables it finds pleasing in the language of
deepest, darkest corner of your primary world, or perhaps its minions or trying to approximate the sounds of its true
they come from another altogether - another plane or another name which it senses in their minds.
planet, dependent on your genre. Phaerimm Names
d12 Name d12 Name
Phaerimm Lifecycle
1 Alshasiro 7 Jadzimur
Phaerimm hatch from eggs laid within the living or dead
bodies of other creatures by their parent. A clutch of eggs will 2 Eksirskyll 8 Llafuisu
be embedded in a single creature. When the eggs gestate, 3 Gharramuur 9 Mumusros
they draw nutrients from the body around them, before
eventually hatching, allowing the young to eat their way out of 4 Hlamrot 10 Phassluurl
the body they were laid in. 5 Hshashiis 11 Shishaar
A phaerimm hatchling passes through gradual 6 Iehsutsu 12 Xaziloxo
developmental stages, growing physically and in magical
capabilities, reaching adulthood after about 150 years and
continuing to mature for the rest of its long life. Aberrant Magic
Phaerimm Age Categories
Due to the unique nature of phaerimm casting, using all four
limbs of their body, phaerimm who have long practiced their
Category Size Age Range art can catch more threads of the weave than a bipedal caster,
Hatchling Tiny 1 year or less allowing them to produce magical effects beyond the reach of
Juvenile Small 2-50 years
normal spellcasting.
An elder or revered elder phaerimm may have access to
Young Medium 51-150 years one or two magical abilities beyond those given in its
Adult Large 151-300 years statblock. These effects usually focus on subjugation, either
through charming or simply controlling, or inflicting pain.
Mature Large 301-500 years For inspiration in devising the effects of aberrant magics
Elder Large 501-700 years unrelated to spell slots, see "Magic Items" and "Charms" in
Revered Elder Huge 701 years or more
the Dungeon Master's Guide.
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3 Roleplaying
photocopy this documenta forPhaerimm
personal use only.
In addition to magic effects of this kind, some phaerimm use the creatures around you and throw them away from you.
the aberrant nature of their magic to produce spells which Each creature within 15 feet of you must make a Strength
differ radically from those produceable by creatures with only saving throw. On a failed save, that creature takes 5d10
two arms. You can choose to replace any number of the spells thunder damage, is pushed 15 feet away from you, and is
known by the elder phaerimm with one or more of the knocked prone. On a success, the creature takes half as much
following: damage, and is not pushed or knocked prone.
At Higher Levels. When you cast this spell using a spell
Strings of Chaos slot of 6th level or higher, the damage dealt increases by 1d10
9th-level evocation for each level above 5th.
Casting Time: 1 action
Range: Self (30-foot radius) A Phaerimm's Lair
Components: V, S (four limbs) An elder phaerimm's lair is typically a ruin or cave network,
Duration: Instantaneous under or near a city they wish to conquer, decorated and
You unravel threads of the Weave immediately in your equipped with a plethora of instruments for inflicting pain
vicinity, unleashing a burst of chaotic energies. Each creature upon other creatures.
within 30 feet of you must make a Constitution saving throw,
taking 1d100 force damage on a failed saving throw, or half Lair Actions
as much damage on a success. Roll the damage die for this On initiative count 20 (losing initiative ties), the phaerimm
spell independently for each creature. takes a lair action to cause one of the following effects:
In addition, for each magical item of rare rarity or higher, A strong, putrid-smelling wind blows around the
and for each non-instananeous spell of 6th level or higher phaerimm. Each creature within 60 feet of the phaerimm
currently in effect within a 60-foot radius of you, roll once on must succeed on a DC 15 Strength saving throw or be
the Wild Magic Table. If the effect generated targets you, it pushed 15 feet away from the phaerimm and knocked
applies instead to the magic item or to the creature affected prone. Gases and vapors are dispersed by the wind,
by the spell of 6th level or higher. unprotected flames are extinguished. Protected flames,
Strings of Mind
such as lanterns, have a 50 percent chance of being
7th-level enchantment extinguished.
One creature the phaerimm can see within 120 feet of it
Casting Time: 1 action must succeed on a DC 15 Charisma saving throw or
Range: 60 feet become tormented by visions of the horror and torture
Components: V, S (four limbs) that the phaerimm has inflicted. The creature is frightened
Duration: Concentration, up to 1 minute of the phaerimm until initiative count 20 on the next
You draw up on the web of thoughts in several creatures' round and is afflicted with one effect of short-term
minds and bend them to your will. Target up to 4 creatures madness (see Dungeon Master's Guide, page 259).
you can see within range. Each creature must make a Regional Effects
Wisdom saving throw. On a failed save, that creature is The region containing a phaerimm's lair is warped by the
charmed by you for the duration. phaerimm's evil presence and dark magic, which creates one
While the target is charmed, you can issue commands to or more of the following effects:
the creature (no action required), which it does its best to
obey. You can specify a simple and general course of action, Whenever a creature that can understand a language
such as "Attack that creature." If the creature completes the sleeps or enters a state of trance or reverie within 4 miles
order and doesn't receive further direction from you, it of the phaerimm's lair, the phaerimm can establish
defends itself to the best of its ability. telepathic contact with that creature and converse with it
You can use your action to take total and precise control of in its dreams. The creature remembers the content of its
one creature currently affected by this spell. Until the end of conversation and a sense of profound malice directed
your next turn, the creature takes only the actions you toward it upon waking.
choose, and doesn't do anything that you don't allow it to do. Rodents and carrion birds are the only animals found
During this time you can also cause the creature to use a within 1 mile of the phaerimm’s lair. Creatures with an
reaction, but this requires you to use your own reaction as Intelligence of 3 or higher feel an increasing sense of
well. dread the closer they come to the lair, beginning at a
Each time a creature effected by this spell takes damage, it radius of 1 mile.
can make a new Wisdom saving throw, ending the spell's Within its lair, the phaerimm can set illusory sounds, such
effect on it on a success. as howls of agony or screams of pain, so that they can be
heard in various parts of the lair.
Strings of Wind
5th-level evocation If the phaerimm dies, other animals return to the area
around the lair within 1d10 days, but the other effects end
Casting Time: 1 action immediately.
Range: Self (15-foot radius)
Components: V, S (four limbs)
Duration: Instantaneous
You call upon swirling, gale-force winds which batter
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Minions and Pets Trophies
d8 Slave(s)
Phaerimm delight in having other creatures to enslave and
torture. They keep their slaves as much for the sadistic joy of 1 1d6 hippogriff
seeing their spirits break as for the actual utility they provide, 2 1d4 basilisks
although they do not let a useful resource to go undue waste. 3 1 rhemorhaz
The phaerimm are neither subtle nor kind masters, often
enslaving their minions through force or brutal mental 4 1d6 dryads
domination. They allow their minions to form whatever 5 1d4 black or white dragon wyrmlings
hierachies they see fit, and will respect this in so far as it
keeps the slaves working and it provides some pleasure in 6 1d2 black pudding
watching the creatures struggle for an approval they can 7 1 couatl
never earn. 8 2d6 + 2 pixies
Overtime, minions of a phaerimm tend to be alterred by its
evil presence. Either they will learn to follow its mind, Entries marked with an asterisk refer to creatures which
growing sadistic, cruel, and violent, or they will slowly be appear in Volo's Guide to Monsters.
beaten down by its dominating mind, loosing their sense of
self and their very willpower, until they seem nothing more
than an empty shell. Phaerimm Magic Items
Generally, a phaerimm will subjugate whatever creatures it Relying largely on their innate magical abilities and often
encounters, and as such, its minions will be drawn from the devouring the magical energies tied to magical items,
local habitat. Phaerimm rarely take minions with them if they phaerimm rarely have magic items in their possession.
move, preferring to simply kill them and capture more at However, some elder phaerimm choose to develop tools to
their destination. Especially rare creatures, or creatures allow them or their minions to inflict greater suffering on
which are particularly emotionally present and so can give others.
greatest pleasure when tortured, may be kept as prized
minions of the phaerimm, set on display in cages in the Caster's Web
central chambers of its lair. Wondrous item, rare (requires attunement by a phaerimm)
Random Phaerimm Minions The web has 5 charges, and it regains 1d4 charges daily at
To determine the slaves and prizes in a phaerimm's lair, you dawn. When a creature attuned to the web casts a spell, they
could roll on the following tables, choose from the can expend one of the web's charges to impose disadvantage
posibilities, or else pick fitting creatures of your own choice. on any saving throw another creature makes to avoid the
The Slaves table includes creatures beaten into effects of that spell.
submission, which the phaerimm uses as guards about its
home and as workers in any menial task it requires. These Lash of Agony
creatures are either evil by nature, or forced to follow the Weapon (whip), rare (requires attunement)
phaerimm's will, and will obey its orders unto death. In the hands of a phaerimm or one of its minions, this magic
The Trophies table gives examples of the kinds of creatures whip inflicts a burning mental torment in the victim, dealing
which a phaerimm may keep for its own, personal enjoyment. an additional 2d6 psychic damage to any creature it hits. Any
These creatures are often weakened by extended torture and creature which takes psychic damage from the lash of agony
kept locked in cages. If released, they may attempt to placate must make a DC 15 Wisdom saving throw or be stunned
the phaerimm by assaulting intruders, or else turn on the until the end of their next turn as their mind temporarily
phaerimm in the hopes of escaping. shuts down in response to the torment.
Slaves If a creature which has not been granted the whip by the
d12 Slave(s) phaerimm who created it makes an attack with the whip, that
creature must make a DC 15 Wisdom saving throw or take
1 2d6 + 2 bugbears 2d6 psychic damage.
2 2d6 + 2 orcs
3 2d4 + 2 human knights Wind Chimes
Wondrous item, rarity varies (requires attunement)
4 2d6 elf bandits and 1d4 elf archers*
5 2d4 + 2 jackalweres The wind chimes can only be used by manipulating the air
around the chimes, either naturally (as a phaerimm can) or
6 1d4 dwarf veterans and 2d6 dwarf guards through the use of a spell.
7 2d4 + 2 ogres These mysterious wind chimes float around the phaerimm
that created them, ringing as the creature varies the wind
8 2d6 + 2 half-orc berserkers speed and direction around its body. The wind chimes have 3
9 1d4 human champions* charges and store a single spell.
10 2d6 drow and 1d4 + 2 duergar. As an action, a phaerimm attuned to the wind chimes can
stir the air around the chimes, expending 1 of the charges to
11 2d6 + 2 kobolds and 1d4 kobold scale sorcerers* cast the spell stored in the chime.
12 4d6 + 2 goblins
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Trophies
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The level of the spell stored in the chimes deterimines the
spell's saving throw DC and attack bonus, as well as the
chimes' rarity, as shown in the Wind Chimes table. Phaerimm Hatchling
Tiny aberration, neutral evil
Wind Chimes Table
Spell Level Rarity Save DC Attack Bonus Armor Class 13
4th Rare 15 +7 Hit Points 5 (2d4)
Speed 10 ft., fly 30 ft. (hover)
5th Very rare 17 +9
6th Very rare 17 +9 STR DEX CON INT WIS CHA
7th Very rare 18 +10 4 (-3) 17 (+3) 10 (+0) 11 (+0) 12 (+1) 13 (+1)
8th Legendary 18 +10
9th Legendary 19 +11 Skills Perception +3
Damage Immunities poison
Condition Immunities petrified, poisoned
The chimes regain 1d3 charges daily at dawn. If the chimes Senses blindsight 60 ft., passive Perception 13
have no charges remaining at dawn, they have a 25% chance Languages –
of becoming nonmagical wind chimes. Challenge 1/2 (100 XP)

Treasure Arcane Sight. The phaerimm can see magical auras


Phaerimm take little or no interest in material wealth, except as if permanently under the effects of a detect
as something to deprive others of to cause them suffering. As magic spell.
such, they do not hoard gold, jewelery, and other such prizes Immutable Form. The phaerimm is immune to any
as some creatures do, and they are rarely to be found in a spell or effect that would alter its form.
phaerimm's lair.
Because they draw sustenance from the consumption of Magic Resistance. The phaerimm has advantage on
saving throws against spells and other magical
magical energies, some phaerimm will collect magic items as effects.
a kind of food hoard, or as portable snacks to be taken when
the creature roams. Often, a single powerful magic item can Phaerimm Magic. The phaerimm does not require
keep a phaerimm sustained for far longer than a handful of verbal or material components to cast spells.
lesser items, and so these hoards may well not contain more Spellcasting. The phaerimm is a 1st-level spellcaster.
than one or two choice items. Its spellcasting ability is Charisma (spell save DC
As for arms and armour, a phaerimm will only take interest 11, +3 to hit with spell attacks). The phaerimm has
in these as far as they make its slaves more useful, or as a the following sorcerer spells prepared:
means of inflicting pain upon those they torture. Cantrips (at will): fire bolt, mage hand, minor
A small part of the phaerimm's hoard may be taken up with illusion, true strike
items taken from others for the pain caused by the taking. 1st level (2 slots): ray of sickness, thunderwave
These are usually of sentimental value to the original owner,
and so may be of great or little worth, and will be thrown out Actions
by the phaerimm as soon as the original owner dies. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) slashing damage.
Statblocks
The following section includes statblocks for each of the
lifestages of the phaerimm. Feel free to alter the spells known
by the phaerimm, although this may alter the challenge rating
of the creature (consult the Dungeon Master's Guide for more
information on altering challenge ratings).
Acknowledgements
This work would not be possible without the artists whose
works were used and the sources which formed the basis of
this original adaption.
Artists
Cover piece, "Phaerimm," by Jake Probelski (used with
permission).
Page 2 artwork by David Mark (Pixabay).
Sources
"Monster Update" web Enhancement for the Forgotten
Realms Player's Guide to Faerûn.
Demongnome's "Manual of Monsters".
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Juvenile Phaerimm Young Phaerimm
Small aberration, neutral evil Medium aberration, neutral evil

Armor Class 15 (natural armor) Armor Class 16 (natural armor)


Hit Points 18 (5d6) Hit Points 60 (11d8 + 11)
Speed 10 ft., fly 30 ft. (hover) Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 13 (+1) 14 (+2) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 16 (+3) 17 (+3)

Saving Throws Con +2, Wis +4 Saving Throws Str +3, Con +3, Wis +5
Skills Perception +4 Skills Stealth +3, Perception +5, Intimidation +5
Damage Immunities poison Damage Immunities poison
Condition Immunities petrified, poisoned Condition Immunities petrified, poisoned
Senses truesight 60 ft., passive Perception 14 Senses truesight 60 ft., passive Perception 14
Languages all, telepathy 120 ft. Languages all, telepathy 120 ft.
Challenge 1 (200 XP) Challenge 4 (1,100 XP)

Arcane Sight. The phaerimm can see magical auras Arcane Sight. The phaerimm can see magical auras
as if permanently under the effects of a detect as if permanently under the effects of a detect
magic spell. magic spell.
Immutable Form. The phaerimm is immune to any Immutable Form. The phaerimm is immune to any
spell or effect that would alter its form. spell or effect that would alter its form.
Magic Resistance. The phaerimm has advantage on Magic Resistance. The phaerimm has advantage on
saving throws against spells and other magical saving throws against spells and other magical
effects. effects.
Phaerimm Magic. The phaerimm does not require Phaerimm Magic. The phaerimm does not require
verbal or material components to cast spells. verbal or material components to cast spells.
Spellcasting. The phaerimm is a 4th-level Spellcasting. The phaerimm is a 7th-level
spellcaster. Its spellcasting ability is Charisma (spell spellcaster. Its spellcasting ability is Charisma (spell
save DC 12, +4 to hit with spell attacks). The save DC 13, +5 to hit with spell attacks). The
phaerimm has the following sorcerer spells phaerimm has the following sorcerer spells
prepared: prepared:
Cantrips (at will): acid splash, fire bolt, mage hand, Cantrips (at will): acid splash, fire bolt, mage hand,
minor illusion, true strike minor illusion, true strike
1st level (4 slots): ray of sickness, silent image, 1st level (4 slots): ray of sickness, silent image,
thunderwave thunderwave
2nd level (3 slots): crown of madness, phantasmal 2nd level (3 slots): crown of madness, phantasmal
force force
3rd level (3 slots): hypnotic pattern, lightning bolt
Actions 4th level (1 slot): banishment
Multiattack. The phaerimm makes three attacks: one Actions
with its bite, two with its claws.
Multiattack. The phaerimm makes four attacks: one
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., with its bite, two with its claws, and one with its
one target. Hit: 4 (1d8) piercing damage. stinger.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage. one target. Hit: 6 (1d10 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 6 (2d4 + 1) slashing damage.
Stinger. Melee Weapon Attack: +3 to hit, reach 10
ft., one creature. Hit: 4 (1d6 + 1) piercing damage
and the target must succeed on a DC 11
Constitution saving throw or be poisoned for 1
minute. Until the poison ends, the target is
paralyzed and levitates a few feet off the ground.
The target can repeat the saving throw at the end of
each of its turns, ending the poison on a success.

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Adult Phaerimm 3rd level (3 slots): hypnotic pattern, lightning bolt
4th level (3 slots): banishment, confusion
Large aberration, neutral evil
5th level (2 slots): cloudkill, dominate person
Armor Class 17 (natural armor)
Hit Points 195 (30d10 + 30) Actions
Speed 10 ft., fly 30 ft. (hover) Multiattack. The phaerimm makes six attacks: one with
its bite, four with its claws, and one with its stinger.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
16 (+3) 11 (+0) 12 (+1) 17 (+3) 18 (+4) 19 (+4) target. Hit: 9 (1d12 + 3) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Saving Throws Str +7, Con +5, Wis +8 target. Hit: 10 (2d6 + 3) slashing damage.
Skills Stealth +4, Perception +8, Intimidation +8 Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Damage Immunities poison one creature. Hit: 7 (1d8 + 3) piercing damage and the
Condition Immunities petrified, poisoned target must succeed on a DC 13 Constitution saving
Senses truesight 120 ft., passive Perception 18 throw or be poisoned for 1 minute. Until the poison
Languages all, telepathy 120 ft. ends, the target is paralyzed and levitates a few feet off
Challenge 9 (5,000 XP) the ground. The target can repeat the saving throw at
the end of each of its turns, ending the poison on a
Arcane Sight. The phaerimm can see magical auras as if success.
permanently under the effects of a detect magic spell.
Frightful Presence. Each creature of the phaerimm's
Immutable Form. The phaerimm is immune to any spell choice that is within 120 feet of the phaerimm and
or effect that would alter its form. aware of it must
Magic Resistance. The phaerimm has advantage on Implant (Recharge 5-6). The phaerimm uses its stinger
saving throws against spells and other magical effects. to lay eggs inside the body of an incapacitated creature.
The creature must succeed on a DC 13 Constitution
Phaerimm Magic. The phaerimm does not require verbal saving throw or be implanted with phaerimm eggs.
or material components to cast spells. After 90 days, the eggs begin to gestate. The host feels
Spellcasting. The phaerimm is a 10th-level spellcaster. unwell, its speed is halved, and it has disadvantage on
Its spellcasting ability is Charisma (spell save DC 16, attack rolls, ability checks, and saving throws. After a
+8 to hit with spell attacks). The phaerimm has the further 24 hours, the phaerimm young devour their
following sorcerer spells prepared: way out of the host in 1 round, killing the host and
causing 1d8 phaerimm hatchlings to appear from the
Cantrips (at will): acid splash, fire bolt, mage hand, host's corpse. If the creature is cured of disease before
minor illusion, poison spray, true strike the phaerimm hatchlings emerge, the unborn
1st level (4 slots): ray of sickness, silent image, phaerimm disintigrate and the effect ends.
thunderwave
2nd level (3 slots): crown of madness, phantasmal
force

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Mature Phaerimm 3rd level (3 slots): hypnotic pattern, lightning bolt 4th
level (3 slots): banishment, confusion
Large aberration, neutral evil
5th level (2 slots): cloudkill, dominate person
Armor Class 19 (natural armor) 6th level (1 slot): mass suggestion
Hit Points 225 (30d10 + 60) 7th level (1 slot): fire storm
Speed 10 ft., fly 30 ft. (hover)
Actions
Multiattack. The phaerimm makes six attacks: one with
STR DEX CON INT WIS CHA its bite, four with its claws, and one with its stinger.
18 (+4) 11 (+0) 14 (+2) 17 (+3) 20 (+5) 21 (+5)
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d12 + 4) piercing damage.
Saving Throws Str +8, Con +6, Wis +9
Skills Stealth +4, Perception +9, Intimidation +9 Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Damage Immunities poison target. Hit: 11 (2d6 + 4) slashing damage.
Damage Resistances bludgeoning, piercing, and slashing Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft.,
damage from nonmagical weapons one creature. Hit: 8 (1d8 + 4) piercing damage and the
Condition Immunities petrified, poisoned target must succeed on a DC 14 Constitution saving
Senses truesight 120 ft., passive Perception 19 throw or be poisoned for 1 minute. Until the poison
Languages all, telepathy 120 ft. ends, the target is paralyzed and levitates a few feet off
Challenge 15 (13,000 XP) the ground. The target can repeat the saving throw at
the end of each of its turns, ending the poison on a
Arcane Sight. The phaerimm can see magical auras as if success.
permanently under the effects of a detect magic spell.
Implant (Recharge 5-6). The phaerimm uses its stinger
Immutable Form. The phaerimm is immune to any spell to lay eggs inside the body of an incapacitated creature.
or effect that would alter its form. The creature must succeed on a DC 14 Constitution
saving throw or be implanted with phaerimm eggs.
Magic Resistance. The phaerimm has advantage on After 90 days, the eggs begin to gestate. The host feels
saving throws against spells and other magical effects. unwell, its speed is halved, and it has disadvantage on
Phaerimm Magic. The phaerimm does not require verbal attack rolls, ability checks, and saving throws. After a
or material components to cast spells. further 24 hours, the phaerimm young devour their
way out of the host in 1 round, killing the host and
Spellcasting. The phaerimm is a 13th-level spellcaster. causing 1d8 phaerimm hatchlings to appear from the
Its spellcasting ability is Charisma (spell save DC 17, host's corpse. If the creature is cured of disease before
+9 to hit with spell attacks). The phaerimm has the the phaerimm hatchlings emerge, the unborn
following sorcerer spells prepared: phaerimm disintigrate and the effect ends.
Cantrips (at will): acid splash, fire bolt, mage hand,
minor illusion, poison spray, true strike
1st level (4 slots): ray of sickness, silent image,
thunderwave
2nd level (3 slots): crown of madness, phantasmal
force

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Elder Phaerimm Actions
Large aberration, neutral evil
Multiattack. The phaerimm makes six attacks: one with
Armor Class 21 (natural armor) its bite, four with its claws, and one with its stinger.
Hit Points 262 (35d10 + 70) Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Speed 10 ft., fly 30 ft. (hover) target. Hit: 11 (1d12 + 5) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 12 (2d6 + 5) slashing damage.
20 (+5) 11 (+0) 14 (+2) 19 (+4) 20 (+5) 23 (+6) Stinger. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one creature. Hit: 9 (1d8 + 5) piercing damage and the
Saving Throws Str +11, Dex +6, Con +8, Wis +11 target must succeed on a DC 16 Constitution saving
Skills Stealth +6, Perception +11, Intimidation +12 throw or be poisoned for 1 minute. Until the poison
Damage Immunities poison ends, the target is paralyzed and levitates a few feet off
Damage Resistances bludgeoning, piercing, and slashing the ground. The target can repeat the saving throw at
damage from nonmagical weapons the end of each of its turns, ending the poison on a
Condition Immunities petrified, poisoned success.
Senses truesight 120 ft., passive Perception 21 Implant (Recharge 5-6). The phaerimm uses its stinger
Languages all, telepathy 120 ft. to lay eggs inside the body of an incapacitated creature.
Challenge 20 (25,000 XP) The creature must succeed on a DC 16 Constitution
saving throw or be implanted with phaerimm eggs.
Arcane Sight. The phaerimm can see magical auras as if After 90 days, the eggs begin to gestate. The host feels
permanently under the effects of a detect magic spell. unwell, its speed is halved, and it has disadvantage on
attack rolls, ability checks, and saving throws. After a
Immutable Form. The phaerimm is immune to any spell further 24 hours, the phaerimm young devour their
or effect that would alter its form. way out of the host in 1 round, killing the host and
Legendary Resistance (3/Day). If the phaerimm fails a causing 1d8 phaerimm hatchlings to appear from the
saving throw, it can choose to succeed instead. host's corpse. If the creature is cured of disease before
the phaerimm hatchlings emerge, the unborn
Magic Resistance. The phaerimm has advantage on phaerimm disintigrate and the effect ends.
saving throws against spells and other magical effects.
Magic Weapons. The phaerimm's weapon attacks are Legendary Actions
magical. The phaerimm can take 3 legendary actions, choosing
Phaerimm Magic. The phaerimm does not require verbal from the options below. Only one legendary action can
or material components to cast spells. be used at a time and only at the end of another
creature's turn. The phaerimm regains spent legendary
Spellcasting. The phaerimm is a 16th-level spellcaster. actions at the start of its turn.
Its spellcasting ability is Charisma (spell save DC 20,
+12 to hit with spell attacks). The phaerimm has the Detect. The phaerimm makes a Wisdom (Perception)
following sorcerer spells prepared: check.
Cantrips (at will): acid splash, fire bolt, mage hand, Bite or Claw Attack. The phaerimm makes one attack
minor illusion, poison spray, true strike with its bite or claws.
1st level (4 slots): ray of sickness, silent image, Shatter Minds (Costs 2 Actions). The phaerimm releases
thunderwave a telepathic scream to break the will of nearby
2nd level (3 slots): crown of madness, phantasmal creatures. Each creature of the phaerimm's choice
force within 30 feet of it must succeed on a DC 20 Charisma
3rd level (3 slots): hypnotic pattern, lightning bolt saving throw or be stunned until the end of that
4th level (3 slots): banishment, confusion creature's next turn. While the creature is stunned, it
5th level (2 slots): cloudkill, dominate person has disadvantage on Wisdom and Charisma saving
6th level (1 slot): mass suggestion throws against being charmed.
7th level (1 slot): fire storm
8th level (1 slot): power word stun

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Revered Elder Phaerimm Actions
Huge aberration, neutral evil
Multiattack. The phaerimm makes six attacks: one with
Armor Class 23 (natural armor) its bite, four with its claws, and one with its stinger.
Hit Points 332 (35d12 + 105) Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one
Speed 10 ft., fly 30 ft. (hover) target. Hit: 17 (2d10 + 6) piercing damage.
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 15 (2d8 + 6) slashing damage.
22 (+6) 9 (-1) 16 (+3) 21 (+5) 22 (+6) 25 (+7) Stinger. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one creature. Hit: 11 (1d10 + 6) piercing damage and
Saving Throws Str +13, Dex +6, Con +10, Wis +13 the target must succeed on a DC 18 Constitution
Skills Stealth +6, Perception +13, Intimidation +14 saving throw or be poisoned for 1 minute. Until the
Damage Immunities bludgeoning, piercing, and slashing poison ends, the target is paralyzed and levitates a few
damage from nonmagical weapons; poison feet off the ground. The target can repeat the saving
Condition Immunities charmed, petrified, poisoned throw at the end of each of its turns, ending the poison
Senses truesight 120 ft., passive Perception 23 on a success.
Languages all, telepathy 120 ft. Implant (Recharge 5-6). The phaerimm uses its stinger
Challenge 27 (105,000 XP) to lay eggs inside the body of an incapacitated creature.
The creature must succeed on a DC 18 Constitution
Arcane Sight. The phaerimm can see magical auras as if saving throw or be implanted with phaerimm eggs.
permanently under the effects of a detect magic spell. After 90 days, the eggs begin to gestate. The host feels
unwell, its speed is halved, and it has disadvantage on
Immutable Form. The phaerimm is immune to any spell attack rolls, ability checks, and saving throws. After a
or effect that would alter its form. further 24 hours, the phaerimm young devour their
Legendary Resistance (3/Day). If the phaerimm fails a way out of the host in 1 round, killing the host and
saving throw, it can choose to succeed instead. causing 1d8 phaerimm hatchlings to appear from the
host's corpse. If the creature is cured of disease before
Magic Resistance. The phaerimm has advantage on the phaerimm hatchlings emerge, the unborn
saving throws against spells and other magical effects. phaerimm disintigrate and the effect ends.
Magic Weapons. The phaerimm's weapon attacks are
magical. Legendary Actions
Phaerimm Magic. The phaerimm does not require verbal The phaerimm can take 3 legendary actions, choosing
or material components to cast spells. from the options below. Only one legendary action can
be used at a time and only at the end of another
Spellcasting. The phaerimm is a 19th-level spellcaster. creature's turn. The phaerimm regains spent legendary
Its spellcasting ability is Charisma (spell save DC 22, actions at the start of its turn.
+14 to hit with spell attacks). The phaerimm has the
following sorcerer spells prepared: Detect. The phaerimm makes a Wisdom (Perception)
Cantrips (at will): acid splash, fire bolt, mage hand, check.
minor illusion, poison spray, true strike Bite or Claw Attack. The phaerimm makes one attack
1st level (4 slots): ray of sickness, silent image, with its bite or claws.
thunderwave Shatter Minds (Costs 2 Actions). The phaerimm releases
2nd level (3 slots): crown of madness, phantasmal a telepathic scream to break the will of nearby
force creatures. Each creature of the phaerimm's choice
3rd level (3 slots): hypnotic pattern, lightning bolt within 60 feet of it must succeed on a DC 22 Charisma
4th level (3 slots): banishment, confusion saving throw or be stunned until the end of that
5th level (3 slots): cloudkill, dominate person creature's next turn. While the creature is stunned, it
6th level (2 slots): mass suggestion has disadvantage on Wisdom and Charisma saving
7th level (1 slot): fire storm throws against being charmed.
8th level (1 slot): power word stun
9th level (1 slots): meteor swarm

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