Sources
CR
Type
Size
Alignment
Movement

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
Saving Throws DEX +5, WIS +4, CHA +2
Skills Perception +4
Damage Immunities psychic
Condition Immunities Blinded
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 14
Languages telepathy 120 ft., understands Deep Speech but can't speak
Challenge 6 (2,300 XP)

Traits

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 (Recharge 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). 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.

Lore

These airborne predators serve as assassins and sentinels for the core spawn. The terrible thrum of its insectoid wings and a chittering of mandibles announces an emissary's arrival.