Magic Resistance. The phaerminn has advantage on saving throws against spells and other magical effects.
Spellcasting (Psionics). The phaerminn's innate spellcasting ability is Intelligence (spell save DC 17). The phaerminn can innately cast the following spells requiring no components:
At Will: detect magic, detect thoughts, levitate,
1/Day Each: dominate monster, geas, telekinesis
Multiattack. The phaerminn makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (3d6+2) piercing damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.
Action Ranged Attack. MeleeWeapon Attack: +6 to hit, reach 10ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 7 (2d6) poison damage.
Description
Phaerminn are repulsive aberrations of intense psychic power (originally from D&D 4E).
Lair and Lair Actions
Phaerminn live in the crumbling ruins of their lost empires. Sometimes beneath the desert sands or sometimes in the Underdark, where their psychic power dominates. On initiative count 20 (losing initiative ties), the phaerminn can take one of the following lair actions. The phaerminn can't take the same lair action twice in a row.
- High-pitched psychic vibrations blast from the phaerminn's mouth. Each creature that can hear it within 60ft. of it must make a DC 17 Constitution saving throw or take 10 (3d6) psychic damage and become deafened for 1 minute. On a success, the creature takes half the damage and isn't deafened.
- The phaerminn uses its innate spellcasting to cast a spell.
- The phaerminn teleports up to 100ft.