Magic Resistance. The phaerimm has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The phaerimm’s innate spellcasting ability is Charisma. Its spell save DC is 14, and it has +6 to hit with spell attacks. It can innately cast the following spells, requiring no spell components:
At will: detect magic, mage hand, minor illusion
3/day each: detect thoughts, magic missile, shield, acid arrow, crown of madness
1/day each: counterspell, dominate person, resilient sphere, lightning bolt
Spell Negation (1/Turn). When the phaerimm is targeted by a spell of 3rd level or lower, it can attempt to absorb or redirect the spell's energy. Roll (1d6):
1–3: The spell affects the phaerimm normally.
4–5: The phaerimm absorbs the spell, causing it to have no effect. The phaerimm regains 5 (1d10) hit points.
6: The phaerimm reflects the spell back at its caster. If the spell required a spell attack roll, the attack automatically targets the caster. If the spell required a saving throw, the caster becomes the target and must make the original saving throw against the spell's effects.
Multiattack. The phaerimm makes two Claw attacks and one Stinger attack.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. While poisoned this way, the target is paralyzed and levitates a few feet above the ground. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lifedrain Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage, and the target can't regain hit points until the start of the phaerimm's next turn.
Mind Crush (Recharge 5–6). The phaerimm targets one creature it can see within 60 feet of it. The target must make a DC 14 Wisdom saving throw, taking 22 (5d8) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also can't take reactions until the end of its next turn.
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