Sources
CR
Type
Size
Alignment
Movement

Phaerimm Scout

Medium Aberration, Neutral Evil

Armor Class 13
Hit Points 44 (8d8 + 8)
Speed 10 ft., fly 40 ft.
STR
12
+1
DEX
13
+1
CON
12
+1
INT
15
+2
WIS
16
+3
CHA
16
+3
Saving Throws INT +4, CHA +5
Skills Perception +5
Condition Immunities Charmed
Senses Truesight 60 ft., passive Perception 15
Languages telepathy 120 ft. understands Common and Deep Speech but can't speak
Challenge 2 (450 XP)

Traits

Magic Resistance. The phaerimm has Advantage on saving throws against spells and other magical effects.

Spellcasting

Spellcasting. The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 13):

At will: Detect Magic, Detect Thoughts, Mage Hand

1/day: Clairvoyance

Actions

Multiattack. The phaerimm makes two attacks, using Stinger or Mindwarp Ray in any combination.

Stinger. Melee Attack Roll: +3, reach 5 ft. Hit:4 (1d6 + 1) Piercing damage plus 9 (2d8) Poison damage.

Mindwarp Ray. Ranged Attack Roll: +5, range 120 ft. Hit:6 (1d6 + 3) Psychic damage, and the target has the Charmed condition until the start of the phaerimm's next turn.

Reactions

Uncanny Dodge. Trigger: The phaerimm is hit by an attack roll. Response: The phaerimm halves the damage (round down) it takes from that attack.

Lore

Phaerimm scouts typically operate alone and in the shadows, gathering information for upcoming phaerimm operations.