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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.
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.