Magic Resistance. The phaerimm has Advantage on saving throws against spells and other magical effects.
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
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.
Uncanny Dodge. Trigger: The phaerimm is hit by an attack roll. Response: The phaerimm halves the damage (round down) it takes from that attack.
Phaerimm scouts typically operate alone and in the shadows, gathering information for upcoming phaerimm operations.