Core Spawn Emissary
Medium aberration, chaotic evil
Armor Class
15 (natural armor)
Hit Points
102 (12d8 + 48)
Speed
40 ft., fly 60 ft. (hover)
STR
17 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
13 (+1)
CHA
8 (-1)
Damage Immunities
psychic
Condition Immunities
blinded
Senses
blindsight 30 ft., tremorsense 60 ft., passive Perception 14
Saving Throws
Dex +5, Wis +4, Cha +2
Skills
Perception +4
Languages
understands Deep Speech but can't speak, telepathy 120 ft.
Challenge
6 (2,300 XP)
Magic Resistance. The emissary has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The emissary makes three talons attacks.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) slashing damage.
Alluring Thrum (Recharges 5—6). The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn’t an aberration must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Crystal Spores (Recharge 6). A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.