Phaerimm for 5e

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Phaerimm

They are powerful magic-using beings that move by natural levitation. They resemble upright cones, the widest part uppermost, and the point ending in a barbed stinger-tail. They are intelligent, inimical, and highly dangerous.
The phaerimm like to live near others of their own kind (for mutual protection and the social satisfaction of vying with each other in devious plans). However, they usually prefer to operate alone or surround themselves with magically-controlled slave creatures to carry out their bidding. Phaerimm eat all reptiles and mammals, keeping them as slaves until their turn as dinner.



Phaerimm

Large aberration, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 147 (14d10 + 70)
  • Speed 15 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 20 (+5) 20 (+5) 17 (+3) 19 (+4)

  • Saving Throws Int +10, Wis +8, Cha +9
  • Skills Arcana +10, Deception +9, Insight +8
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing and slashing from nonmagical attacks
  • Senses truesight 60 ft. passive Perception 18
  • Languages Deep Speech, telepathy 60 ft.
  • Challenge 13 (10,000 XP)

  • Magic Absorption. Any time the phaerimm is targeted by a spell that deals damage it is resistant to and it succeeds on its saving throw, it regains hit points equal to the amount of damage it would have taken had it failed its saving throw.
  • Innate Spellcasting (Psionics) . The phaerimm’s innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells once per day, each:
    blight, dimension door, dominate person, enlarge/reduce, fireball, flaming sphere, haste, magic missile, ray of enfeeblement, shield, thunderwave, witch bolt, vampiric touch

Reactions

Spell Reflection. If the phaerimm is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, it can use its reaction to make an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. On a success, the phaerimm is unaffected, and the effect is reflected back at the caster as though it originated from the phaerimm, turning the caster into the target.




Actions

Multiattack. It makes six attacks: one with its bite, four with its fists, and one with its tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) piercing damage.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (2d4) bludgeoning damage. Instead of dealing damage, it can grapple the target (escape DC 13).

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (3d4) piercing damage plus 18 (4d8) poison damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or become paralyzed.

Legendary Actions

It can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

Haunting Image. The phaerimm targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the phaerimm’s Haunting Image for the next 24 hours.

Mind Warp (costs 2 actions) . The phaerimm targets one creature it can see within 60 feet of it. The target must make a DC 18 Intelligence saving throw. The target takes 14 (4d6) psychic damage on a failed save and becomes stunned for 1 minute, or half as much damage on a successful one and doesn’t become stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.

Telekinetic Storm (costs 3 actions) . The phaerimm unleashes a whirlwind of psychic energy in a 30-foot radius centered on the phaerimm. Each creature in the area must succeed on a DC 18 Strength saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.