Size:
± Large
Type:
± Aberration
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 170
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 15
Climb/Arboreal:
Flight:
± Array
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Attributes
Strength: 20
Dexterity: 13
Constitution: 16
Intelligence: 19
Wisdon: 20
Charisma: 23
Saving Throws
Saving Throw Bonuses
Intelligence: +9
Constitution: +11
Skills
arcana: +9
insight: +10
Offense
Bite
Circumstance: Melee
10 to hit, reach 5 ft., one target. (2d12 + 5) piercing damage.
Offense
Claw
Circumstance: Melee
10 to hit, reach 10 ft., one target. (2d6 + 5) slashing damage.
Offense
Stinger
Circumstance: Melee
10 to hit, reach 10 ft., one target. (2d6 + 5) piercing damage. If the target fails a 18 Constitution saving throw, they have the paralyzed condition for 1 minute. The phaerimm's poison forces the paralyzed target to float 5 feet above the ground. The target may repeat the saving throw at the end of each of it's turns.
Action
Multiattack
The phaerimm makes four Claw attacks and then makes a Bite or Stinger attack. Alternatively, it uses Spellcasting and then makes two Claw attacks.
Action
Implant
The phaerimm makes a Stinger attack against a paralyzed target. If the stinger hits, an egg is implanted in the target. This egg can only be removed by spells that cure disease, such as lesser restoration. If the egg is not removed within 90 days, the larva emerges, and the host is killed. A phaerimm has a single egg so may only use this ability once.
Spellcasting
Frequency:
At Will
Attribute: cha
The phaerimm casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 19):
mage hand
minor illusion
telekinesis
Spellcasting
Frequency:
Daily
Attribute: cha
The phaerimm casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 19):
crown of madness
detect thoughts
dominate person
fear
fireball
phantasmal force
magic missile
shield
chain lightning
confusion
dominate monster
greater invisibility
hold monster
mass suggestion
prismatic spray
reverse gravity
Trait
Arcane Sight
The phaerimm discerns the location of all magical auras within sight and knows which creatures within 60 feet are spellcasters.
Trait
Extended Concentration
The phaerimm can concentrate on two different spells at the same time. If concentration is broken, then both spells fade immediately.
Trait
Immutable Form
The phaerimm is immune to any spell or effect that would alter its form.
Trait
Magic Resistance
The phaerimm has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
15
Immunities
Condition Immunities
petrified
Resistances
bludgeoning (from nonmagical attacks)
piercing (from nonmagical attacks)
slashing (from nonmagical attacks)
Senses
truesight 120 ft.
Languages
Undercommon
understands Common
telepathy 100 ft.
Phaerimm
Alien, Magic-Obsessed Manipulators
Phaerimm are malevolent alien beings that seek to dominate other sentient species. A phaerimm's conical body ripples through the air, trailing behind a large, flat mouth ringed by four delicate arms. A phaerimm's body tapers to a venomous stinger they prefer to use only when magical means fail them.
Ancient phaerimm devastated the once-powerful empire of Netheril. The phaerimm were imprisoned beneath the great desert of Anauroch, where they plot a return to their former dominion. Roll or choose a result from the Phaerimm Plots table as inspiration for what a phaerimm agent might be doing when encountered.
Highly intelligent, phaerimms are malevolent aberrations that dwell deep beneath the surface of the world. Natural spellcasters, they delight in bringing pain and suffering to others. It is said phaerimms would willingly wipe every other being from existence, save for the fact they would then lack slaves to torture for sport.
Monstrous Horrors
Phaerimms are hideous looking creatures—bulbous bodies with spindly arms and legs, topped by a gaping maw filled with row upon row of razor-sharp teeth. Their evil magic drains life and moisture from the natural world, and the Anauroch Desert was created through extensive use of their powers.
Mental Enslavement
A phaerimm's mind-controlling abilities rival those of any mind flayer or beholder. Extremely solitary beings, they surround themselves with a retinue of mentally dominated creatures that serve as bodyguards, soldiers, and hunters. When these thralls cease to be useful, they are slaughtered and devoured by their phaerimm master. The phaerimm language is incomprehensible to humanoids, even with the use of magical assistance. However, a phaerimm can use telepathic magic to communicate with other beings through its slaves, though due to their solitary existence they seldom have need to communicate at all. The only real exception occurs on those rare occasions when several phaerimm will work together to defeat an enemy that is too strong for them to face individually.
An Endangered Species
Phaerimms were pushed to the edge of extinction thousands of years ago by the ancient Netherese wizards. Only a few isolated pockets still exist, typically sealed away in deep chambers by their enemies. Phaerimms still have a particular hatred for tomb tappers, a Netherese construct that is immune to their mind control. Their population has been slow to recover from this purge, as a phaerimm is only capable of producing a single egg every century. This egg must be injected into a host through a stinger on the phaerimm's tail, which paralyzes the victim. The larva then consumes the host—still alive—from the inside.
5e Tools
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e (Phaerimm Agent)
Actions/Abilities/Traits: D&D 5e (Phaerimm Agent)
Attributes
Strength: 12
Dexterity: 18
Constitution: 12
Intelligence: 17
Wisdon: 16
Charisma: 18
Saving Throws
Saving Throw Bonuses
Consitution: +4
Intelligence: +6
Wisdom: +6
Constitution: +7
Skills
arcana: +9
insight: +6
perception: +6
Offense
Dread Stinger
Circumstance: Melee
7, reach 5 ft. (1d6 + 4) Piercing damage plus 13 (2d12) Poison damage.
Offense
Mindwarp Ray
Circumstance: Ranged
7, range 120 ft. (2d8 + 4) Psychic damage, and the target has the Charmed condition until the start of the phaerimm's next turn.
Action
Multiattack
The phaerimm makes three attacks, using Dread Stinger or Mindwarp Ray in any combination.
Bonus Action
Teleport
The phaerimm teleports up to 30 feet to an unoccupied space it can see.
Spellcasting
Frequency:
At Will
Attribute: cha
The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save 15):
Detect Magic
Detect Thoughts
Mage Hand
Protective Magic (3/Day)
Frequency:
Daily
Attribute: cha
The phaerimm casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
Counterspell
Shield
Spellcasting
Frequency:
Daily
Attribute: cha
The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save 15):
Clairvoyance
Major Image
Synaptic Static
Trait
Magic Resistance
The phaerimm has Advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
16
Immunities
Condition Immunities
charmed
Senses
Truesight 120 ft.
Languages
telepathy 120 ft. understands Common and Deep Speech but can't speak
Environments
underdark
urban
Phaerimm agents travel the surface world, seeking out powerful magic to rule others.
5e Tools
Actions/Abilities/Traits: D&D 5e (Phaerimm Agent)
Actions/Abilities/Traits: D&D 5e (Phaerimm Elder)
Actions/Abilities/Traits: D&D 5e (Phaerimm Elder)
Attributes
Strength: 18
Dexterity: 16
Constitution: 17
Intelligence: 17
Wisdon: 16
Charisma: 18
Saving Throws
Saving Throw Bonuses
Consitution: +8
Intelligence: +8
Wisdom: +8
Constitution: +9
Skills
arcana: +13
insight: +8
perception: +8
Offense
Mind Lash
Circumstance: Melee, Ranged
9, reach 10 ft. or range 120 ft. (6d8 + 4) Psychic damage.
Offense
Vicious Stinger
Circumstance: Melee
9, reach 5 ft. (2d6 + 4) Piercing damage plus 26 (4d12) Poison damage, and the target's Speed is reduced to 0 feet until the start of the phaerimm's next turn.
Action
Multiattack
The phaerimm makes three Mind Lash attacks. It can replace one attack with either (A) a Vicious Stinger attack or (B) a use of Spellcasting to cast Command (level 3 version).
Action
Siphon Magic {@recharge 5}
The phaerimm focuses on a magic item it can see within 10 feet. When it does, the phaerimm drains the magic item of any charges. Regardless of whether charges are drained, the phaerimm can cast Clairvoyance, Geas, Major Image, and Mirage Arcane one additional time that day.
Bonus Action
Teleport
The phaerimm teleports up to 30 feet to an unoccupied space it can see.
Spellcasting
Frequency:
At Will
Attribute: cha
The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save 17):
Command (level 3 version)
Detect Magic
Detect Thoughts
Mage Hand
Protective Magic (3/Day)
Frequency:
Daily
Attribute: cha
The phaerimm casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
Counterspell
Shield
Spellcasting
Frequency:
Daily
Attribute: cha
The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save 17):
Clairvoyance
Geas
Major Image
Mirage Arcane
Trait
Magic Resistance
The phaerimm has Advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
18
Items
mind lash
Immunities
Condition Immunities
charmed
frightened
Senses
Truesight 120 ft.
Languages
telepathy 120 ft. understands Common and Deep Speech but can't speak
Environments
underdark
urban
Phaerimm elders are generals of phaerimm forces, directing covert and direct operations to help their kind subjugate all who stand in their way. Their ability to siphon magic from magic items makes them incredibly dangerous foes.
5e Tools
Actions/Abilities/Traits: D&D 5e (Phaerimm Elder)
Actions/Abilities/Traits: D&D 5e (Phaerimm Hatchling)
Actions/Abilities/Traits: D&D 5e (Phaerimm Hatchling)
Attributes
Strength: 11
Dexterity: 12
Constitution: 12
Intelligence: 14
Wisdon: 16
Charisma: 14
Skills
perception: +5
Offense
Stinger
Circumstance: Melee
3, reach 5 ft. (1d4 + 1) Piercing damage.
Action
Multiattack
The phaerimm makes two Stinger attacks.
Spellcasting
Frequency:
At Will
Attribute: cha
The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save 12):
Detect Thoughts
Mage Hand
Trait
Magic Resistance
The phaerimm has Advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
15
Immunities
Condition Immunities
charmed
Senses
Truesight 60 ft.
Languages
telepathy 30 ft. understands Common and Deep Speech but can't speak
Environments
underdark
urban
Phaerimm zealously guard their rare hatchlings not out of parental devotion, but to ensure their kind's growing strength.
5e Tools
Actions/Abilities/Traits: D&D 5e (Phaerimm Hatchling)
Actions/Abilities/Traits: D&D 5e (Phaerimm Scout)
Actions/Abilities/Traits: D&D 5e (Phaerimm Scout)
Attributes
Strength: 12
Dexterity: 13
Constitution: 12
Intelligence: 15
Wisdon: 16
Charisma: 16
Saving Throws
Saving Throw Bonuses
Intelligence: +4
Constitution: +5
Skills
perception: +5
Offense
Stinger
Circumstance: Melee
3, reach 5 ft. (1d6 + 1) Piercing damage plus 9 (2d8) Poison damage.
Offense
Mindwarp Ray
Circumstance: Ranged
5, range 120 ft. (1d6 + 3) Psychic damage, and the target has the Charmed condition until the start of the phaerimm's next turn.
Action
Multiattack
The phaerimm makes two attacks, using Stinger or Mindwarp Ray in any combination.
Reaction
Uncanny Dodge
The phaerimm is hit by an attack roll. The phaerimm halves the damage (round down) it takes from that attack.
Spellcasting
Frequency:
At Will
Attribute: cha
The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save 13):
Detect Magic
Detect Thoughts
Mage Hand
Spellcasting
Frequency:
Daily
Attribute: cha
The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save 13):
Clairvoyance
Trait
Magic Resistance
The phaerimm has Advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
15
Immunities
Condition Immunities
charmed
Senses
Truesight 60 ft.
Languages
telepathy 120 ft. understands Common and Deep Speech but can't speak
Environments
underdark
urban
Phaerimm scouts typically operate alone and in the shadows, gathering information for upcoming phaerimm operations.
5e Tools
Actions/Abilities/Traits: D&D 5e (Phaerimm Scout)
!!Phaerimm
Alien, Magic-Obsessed Manipulators
Phaerimm are malevolent alien beings that seek to dominate other sentient species. A phaerimm's conical body ripples through the air, trailing behind a large, flat mouth ringed by four delicate arms. A phaerimm's body tapers to a venomous stinger they prefer to use only when magical means fail them.
Ancient phaerimm devastated the once-powerful empire of Netheril. The phaerimm were imprisoned beneath the great desert of Anauroch, where they plot a return to their former dominion. Roll or choose a result from the Phaerimm Plots table as inspiration for what a phaerimm agent might be doing when encountered.
Highly intelligent, phaerimms are malevolent aberrations that dwell deep beneath the surface of the world. Natural spellcasters, they delight in bringing pain and suffering to others. It is said phaerimms would willingly wipe every other being from existence, save for the fact they would then lack slaves to torture for sport.
!!Monstrous Horrors
Phaerimms are hideous looking creatures—bulbous bodies with spindly arms and legs, topped by a gaping maw filled with row upon row of razor-sharp teeth. Their evil magic drains life and moisture from the natural world, and the Anauroch Desert was created through extensive use of their powers.
!!Mental Enslavement
A phaerimm's mind-controlling abilities rival those of any mind flayer or beholder. Extremely solitary beings, they surround themselves with a retinue of mentally dominated creatures that serve as bodyguards, soldiers, and hunters. When these thralls cease to be useful, they are slaughtered and devoured by their phaerimm master. The phaerimm language is incomprehensible to humanoids, even with the use of magical assistance. However, a phaerimm can use telepathic magic to communicate with other beings through its slaves, though due to their solitary existence they seldom have need to communicate at all. The only real exception occurs on those rare occasions when several phaerimm will work together to defeat an enemy that is too strong for them to face individually.
!!An Endangered Species
Phaerimms were pushed to the edge of extinction thousands of years ago by the ancient Netherese wizards. Only a few isolated pockets still exist, typically sealed away in deep chambers by their enemies. Phaerimms still have a particular hatred for tomb tappers, a Netherese construct that is immune to their mind control. Their population has been slow to recover from this purge, as a phaerimm is only capable of producing a single egg every century. This egg must be injected into a host through a stinger on the phaerimm's tail, which paralyzes the victim. The larva then consumes the host—still alive—from the inside.
5e Tools