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PHAERIMM

Monster Statblocks for 5th Edition

Adaption by Toby Lowther

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PHAERIMM: COPY-READY STATBLOCKS

Due to issues with the formatting in the original PDF file for these statblocks, it was made impossible to simply copy and paste the
details from these statblocks to other programs. For this purpose, a “non-frills” version of the statblocks are presented in this
document, which should be easily able to copy and paste from, in addition to the lair action details of the Revered Elder and Elder
Phaerimm.

PHAERIMM LAIR sense of profound malice directed toward it upon


waking.
An elder phaerimm’s lair is typically a ruin or cave network,  Rodents and carrion birds are the only animals found
under or near a city they wish to conquer, decorated and within 1 mile of the phaerimm’s lair. Creatures with
equipped with a plethora of instruments for inflicting pain an Intelligence of 3 or higher feel an increasing sense
upon other creatures. of dread the closer they come to the lair, beginning
at a radius of 1 mile.
 Within its lair, the phaerimm can set illusory sounds,
LAIR ACTIONS
such as howls of agony or screams of pain, so that
On initiative count 20 (losing initiative ties), the phaerimm they can be heard in various parts of the lair.
takes a lair action to cause one of the following effects:
If the phaerimm dies, other animals return to the area around
 A strong, putrid-smelling wind blows around the the lair within 1d10 days, but the other effects end
phaerimm. Each creature within 60 feet of the immediately.
phaerimm must succeed on a DC 15 Strength saving
throw or be pushed 15 feet away from the
phaerimm and knocked prone. Gases and vapors are
dispersed by the wind, unprotected flames are
extinguished. Protected flames, such as lanterns,
have a 50 percent chance of being extinguished.
 One creature the phaerimm can see within 120 feet
of it must succeed on a DC 15 Charisma saving throw
or become tormented by visions of the horror and
torture that the phaerimm has inflicted. The
creature is frightened of the phaerimm until
initiative count 20 on the next round and is afflicted
with one effect of short-term madness (see Dungeon
Master's Guide, page 259).

REGIONAL EFFECTS

The region containing a phaerimm’s lair is warped by the


phaerimm’s evil presence and dark magic, which creates one
or more of the following effects:

 Whenever a creature that can understand a


language sleeps or enters a state of trance or reverie
within 4 miles of the phaerimm’s lair, the phaerimm
can establish telepathic contact with that creature
and converse with it in its dreams. The creature
remembers the content of its conversation and a

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REVERED ELDER PHAERIMM 7th level (1 slot): fire storm
8th level (1 slot): power word stun
Huge aberration, neutral evil
9th level (1 slot): meteor swarm

Armor Class 23 (natural armor) ACTIONS


Hit Points 332 (35d12 + 105)
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: +13 to hit, reach 5 ft., one target.
22 (+6) 9 (-1) 16 (+3) 21 (+5) 22 (+6) 25 (+7) Hit: 17 (2d10 + 6) piercing damage.

Saving Throws Str +13, Dex +6, Con +10, Wis +13 Claws. Melee Weapon Attack: +13 to hit, reach 5ft., one
Skills Stealth +6, Perception +13, Intimidation +14 target. Hit: 15 (2d8 +6) slashing damage.
Damage Immunities bludgeoning, piercing, and slashing Stinger. Melee Weapon Attack: +13 to hit, reach 10 ft., one
damage from nonmagical weapons; poison target. Hit: 11 (1d10 + 6) piercing damage and the target
Condition Immunities petrified, poisoned, charmed must succeed on a DC 18 Constitution saving throw or be
Senses truesight 120 ft., passive Perception 23 poisoned for 1 minute. Until the poison ends, the target is
Languages all, telepathy 120 ft. paralyzed and levitates a few feet off the ground. The target
Challenge 27 (105,000 XP) can repeat the saving throw at the end of each of its turns,
ending the poison on a success.

Arcane Sight. The phaerimm can see magical auras as if Implant (Recharge 5-6). The phaerimm uses its stinger to lay
permanently under the effects of a detect magic spell. eggs inside the body of an incapacitated creature. The
creature must succeed on a DC 18 Constitution saving throw
Immutable Form. The phaerimm is immune to any spell or or be implanted with phaerimm eggs. After 90 days, the eggs
effect that would alter its form. begin to gestate. The host feels unwell, its speed is halved,
and it has disadvantage on attack rolls, ability checks, and
Legendary Resistance (3/Day). If the phaerimm fails a saving saving throws. After a further 24 hours, 1d8 phaerimm
throw, it can choose to succeed instead. hatchlings devour their way out of the host in 1 round, killing
the host. If the creature is cured of diseases before the
Magic Resistance. The phaerimm has advantage on saving phaerimm young emerge, the unborn phaerimm disintegrate
throws against spells and other magical effects. and the effect ends.

Magic Weapons. The phaerimm's weapon attacks are LEGENDARY ACTIONS


magical.
The phaerimm takes 3 legendary actions, choosing from the
Phaerimm Magic. The phaerimm does not require verbal or options below. Only one legendary action be can be used at a
material components to cast spells. time and only at the end of another creature’s turn. The
revered elder phaerimm regains spent legendary actions at
Spellcasting. The phaerimm is a 19th-level spellcaster. Its
the start of its turn.
spellcasting ability is Charisma (spell save DC 22, +14 to hit
with spell attacks). The phaerimm has the following sorcerer Detect. The phaerimm makes a Wisdom (Perception) check.
spells prepared:
Attack. The phaerimm makes one claws attack or one stinger
Cantrips (at will): acid splash, fire bolt, mage hand, minor attack.
illusion, poison spray, true strike
1st level (4 slots): ray of sickness, silent image, thunderwave Shatter Minds (Costs 2 Actions). The phaerimm releases a
2nd level (3 slots): crown of madness, phantasmal force telepathic jittering to break the will of nearby creatures. Each
3rd level (3 slots): hypnotic pattern, lightning bolt creature within 60 feet of the phaerimm must succeed on a
4th level (3 slots): banishment, confusion DC 22 Charisma saving throw or be stunned until the end of
5th level (3 slots): cloudkill, dominate person that creature’s next turn. While the creature is stunned, it has
6th level (2 slots): mass suggestion disadvantage on Wisdom and Charisma saving throws against
being charmed.

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ELDER PHAERIMM 6th level (1 slot): mass suggestion
7th level (1 slot): fire storm
Large aberration, neutral evil
8th level (1 slot): power word stun

Armor Class 21 (natural armor) ACTIONS


Hit Points 262 (35d10 + 70)
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: +11 to hit, reach 5 ft., one target.
20 (+5) 11 (+0) 14 (+2) 19 (+4) 20 (+5) 23 (+6) Hit: 11 (1d12 + 5) piercing damage.

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

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MATURE PHAERIMM
ACTIONS
Large aberration, neutral evil

Multiattack. The phaerimm makes six attacks: one with its


bite, four with its claws, and one with its stinger.
Armor Class 19 (natural armor)
Hit Points 225 (30d10 + 60) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Speed 10 ft., fly 30 ft. (hover) Hit: 10 (1d12 + 4) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one target.


STR DEX CON INT WIS CHA
Hit: 11 (2d6 + 4) slashing damage.
18 (+4) 11 (+0) 14 (+2) 17 (+3) 20 (+5) 21 (+5)
Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Saving Throws Str +8, Con +6, Wis +9 target. Hit: 8 (1d8 + 4) piercing damage and the target must
Skills Stealth +4, Perception +9, Intimidation +9 succeed on a DC 14 Constitution saving throw or be poisoned
Damage Immunities poison for 1 minute. Until the poison ends, the target is paralyzed
Damage Resistances bludgeoning, piercing, and slashing and levitates a few feet off the ground. The target can repeat
damage from nonmagical weapons. the saving throw at the end of each of its turns, ending the
poison on a success.
Condition Immunities petrified, poisoned
Senses truesight 120 ft., passive Perception 19 Implant (Recharge 5-6). The phaerimm uses its stinger to lay
Languages all, telepathy 120 ft. eggs inside the body of an incapacitated creature. The
Challenge 15 (13,000 XP) creature must succeed on a DC 14 Constitution saving throw
or be implanted with phaerimm eggs. After 90 days, the eggs
begin to gestate. The host feels unwell, its speed is halved,
Arcane Sight. The phaerimm can see magical auras as if
and it has disadvantage on attack rolls, ability checks, and
permanently under the effects of a detect magic spell. saving throws. After a further 24 hours, 1d8 phaerimm
hatchlings devour their way out of the host in 1 round, killing
Immutable Form. The phaerimm is immune to any spell or
the host. If the creature is cured of diseases before the
effect that would alter its form. phaerimm young emerge, the unborn phaerimm disintegrate
and the effect ends.
Magic Resistance. The phaerimm has advantage on saving
throws against spells and other magical effects.

Phaerimm Magic. The phaerimm does not require verbal or


material components to cast spells.

Spellcasting. The phaerimm is a 13th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 17, +9 to hit
with spell attacks). The phaerimm has the following sorcerer
spells prepared:

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
3rd level (3 slots): hypnotic pattern, lightning bolt
4th level (3 slots): banishment, confusion
5th level (3 slots): cloudkill, dominate person
6th level (1 slot): mass suggestion
7th level (1 slot): fire storm

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ADULT PHAERIMM Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Large aberration, neutral evil
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 7 (1d8 + 3) piercing damage and the target must
Armor Class 17 (natural armor) succeed on a DC 13 Constitution saving throw or be poisoned
Hit Points 195 (30d10 + 30) for 1 minute. Until the poison ends, the target is paralyzed
Speed 10 ft., fly 30 ft. (hover) 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.
STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 12 (+1) 17 (+3) 18 (+4) 19 (+4) Implant (Recharge 5-6). The phaerimm uses its stinger to lay
eggs inside the body of an incapacitated creature. The
Saving Throws Str +7, Con +5, Wis +8 creature must succeed on a DC 13 Constitution saving throw
Skills Stealth +4, Perception +8, Intimidation +8 or be implanted with phaerimm eggs. After 90 days, the eggs
Damage Immunities poison begin to gestate. The host feels unwell, its speed is halved,
and it has disadvantage on attack rolls, ability checks, and
Condition Immunities petrified, poisoned
saving throws. After a further 24 hours, 1d8 phaerimm
Senses truesight 120 ft., passive Perception 18
hatchlings devour their way out of the host in 1 round, killing
Languages all, telepathy 120 ft. the host. If the creature is cured of diseases before the
Challenge 9 (5,000 XP) phaerimm young emerge, the unborn phaerimm disintegrate
and the effect ends.
Arcane Sight. The phaerimm can see magical auras as if
permanently under the effects of a detect magic spell.

Immutable Form. The phaerimm is immune to any spell or


effect that would alter its form.

Magic Resistance. The phaerimm has advantage on saving


throws against spells and other magical effects.

Phaerimm Magic. The phaerimm does not require verbal or


material components to cast spells.

Spellcasting. The phaerimm is a 10th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 16, +8 to hit
with spell attacks). The phaerimm has the following sorcerer
spells prepared:

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
3rd level (3 slots): hypnotic pattern, lightning bolt
4th level (3 slots): banishment, confusion
5th level (2 slots): cloudkill, dominate person

ACTIONS

Multiattack. The phaerimm makes six attacks: one with its


bite, four with its claws, and one with its stinger.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 9 (1d12 + 3) piercing damage.

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YOUNG PHAERIMM Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 4 (1d6 + 1) piercing damage and the target must
Medium aberration, neutral evil succeed on a DC 11 Constitution saving throw or be poisoned
for 1 minute. Until the poison ends, the target is paralyzed
Armor Class 16 (natural armor) and levitates a few feet off the ground. The target can repeat
Hit Points 60 (11d8 + 11) the saving throw at the end of each of its turns, ending the
Speed 10 ft., fly 30 ft. (hover) poison on a success.

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 12 (+1) 15 (+2) 16 (+3) 17 (+3)

Saving Throws Str +3, Con +3, Wis +5


Skills Stealth +4, Perception +5, Intimidation +5
Damage Immunities poison
Condition Immunities petrified, poisoned
Senses truesight 120 ft., passive Perception 15
Languages all, telepathy 120 ft.
Challenge 4 (1,100 XP)

Arcane Sight. The phaerimm can see magical auras as if


permanently under the effects of a detect magic spell.

Immutable Form. The phaerimm is immune to any spell or


effect that would alter its form.

Magic Resistance. The phaerimm has advantage on saving


throws against spells and other magical effects.

Phaerimm Magic. The phaerimm does not require verbal or


material components to cast spells.

Spellcasting. The phaerimm is a 7th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The phaerimm has the following sorcerer
spells prepared:

Cantrips (at will): acid splash, fire bolt, mage hand, minor
illusion, true strike
1st level (4 slots): ray of sickness, silent image, thunderwave
2nd level (3 slots): crown of madness, phantasmal force
3rd level (3 slots): hypnotic pattern, lightning bolt
4th level (1 slots): banishment,

ACTIONS

Multiattack. The phaerimm makes four attacks: one with its


bite, two with its claws, and one with its stinger.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.


Hit: 6 (1d10 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target.


Hit: 6 (2d4 + 1) slashing damage.

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JUVENILE PHAERIMM PHAERIMM HATCHLING
Small aberration, neutral evil Tiny aberration, neutral evil

Armor Class 15 (natural armor) Armor Class 13 (natural armor)


Hit Points 18 (5d6) Hit Points 5 (2d4)
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
8 (-1) 15 (+2) 10 (+0) 13 (+1) 14 (+2) 15 (+2) 4 (-3) 17 (+3) 10 (+0) 11 (+0) 12 (+1) 13 (+1)

Saving Throws Con +2, Wis +4 Skills Perception +3


Skills Perception +4 Damage Immunities poison
Damage Immunities poison Condition Immunities petrified, poisoned
Condition Immunities petrified, poisoned Senses blindsight 60 ft., passive Perception 13
Senses truesight 60 ft., passive Perception 14 Languages –
Languages all, telepathy 120 ft. Challenge 1/2 (100 XP)
Challenge 1 (200 XP)
Arcane Sight. The phaerimm can see magical auras as if
Arcane Sight. The phaerimm can see magical auras as if permanently under the effects of a detect magic spell.
permanently under the effects of a detect magic spell.
Immutable Form. The phaerimm is immune to any spell or
Immutable Form. The phaerimm is immune to any spell or effect that would alter its form.
effect that would alter its form.
Magic Resistance. The phaerimm has advantage on saving
Magic Resistance. The phaerimm has advantage on saving throws against spells and other magical effects.
throws against spells and other magical effects.
Phaerimm Magic. The phaerimm does not require verbal or
Phaerimm Magic. The phaerimm does not require verbal or material components to cast spells.
material components to cast spells.
Spellcasting. The phaerimm is a 1st-level spellcaster. Its
Spellcasting. The phaerimm is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit
spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The phaerimm has the following sorcerer
with spell attacks). The phaerimm has the following sorcerer spells prepared:
spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, true
Cantrips (at will): acid splash, fire bolt, mage hand, minor strike
illusion, true strike 1st level (2 slots): ray of sickness, silent image
1st level (4 slots): ray of sickness, silent image, thunderwave
2nd level (3 slots): crown of madness, phantasmal force ACTIONS

ACTIONS Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 5 (1d4 + 3) slashing damage.
Multiattack. The phaerimm makes three attacks: one with its
bite and two with its claws.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.


Hit: 4 (1d8) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target.


Hit: 5 (1d6 + 2) slashing damage.

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