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�������� can see within 60 feet of it.

The target must succeed


on a DC 18 Wisdom saving throw or become
Large aberration, chaotic evil
frightened for 1 minute. The target can repeat this
saving throw at the end of each of its turns, ending
Armor Class 17 (natural armor) the effect on itself with a success. If a creature’s
Hit Points 147 (14d10 + 70) saving throw is successful or the effect ends for it,
Speed 15 ft., fly 30 ft. (hover) the creature is immune to the phaerimm’s Haunting
Image for the next 24 hours.
STR DEX CON INT WIS CHA Mind Warp (costs 2 actions) . The phaerimm targets
one creature it can see within 60 feet of it. The target
11 (+0) 13 (+1) 20 (+5) 20 (+5) 17 (+3) 19 (+4) must make a DC 18 Intelligence saving throw. The
target takes 14 (4d6) psychic damage on a failed
Saving Throws Int +10, Wis +8, Cha +9 save and becomes stunned for 1 minute, or half as
Skills Arcana +10, Deception +9, Insight +8 much damage on a successful one and doesn’t
Damage Resistances cold, fire, lightning; bludgeoning, become stunned. A creature can repeat the saving
piercing and slashing from nonmagical attacks throw at the end of each of its turns, ending the
Senses truesight 60 ft. passive Perception 18 effect on itself with a success.
Languages Deep Speech, telepathy 60 ft.
Telekinetic Storm (costs 3 actions) . The phaerimm
Challenge 13 (10,000 XP)
unleashes a whirlwind of psychic energy in a 30-foot
radius centered on the phaerimm. Each creature in
Magic Absorption. Any time the phaerimm is targeted the area must succeed on a DC 18 Strength saving
by a spell that deals damage it is resistant to and it throw or take 14 (4d6) bludgeoning damage and be
succeeds on its saving throw, it regains hit points knocked prone.
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

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