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.

medium
aberration
cr6
explorers-guide-to-wildemount