Phaerimm, mature adult

Large Aberration — CR 15

()Updated 3.5

Phaerimm, mature adult is a D&D 3.5 monster from —. CR 15, HD 13d8+26 (84 hp).

Hit Dice
13d8+26 (84 hp)
Initiative
+0
Speed
fly 30 ft, Fly 30 ft. (perfect)
Base Attack / Grapple
+9/+17
Attack
4 claws +12 melee, bite +7 melee, stinger +7 melee
Full Attack
4 claws +12 melee, bite +7 melee, stinger +7 melee
STR
18
DEX
11
CON
14
INT
17
WIS
20
CHA
21
Fort / Ref / Will
+6 / +4 / +13
Challenge Rating
15
Alignment
Usually neutral evil
Organization
solitary, pair, or hive (3-6 plus 2-8 offspring)
Treasure
Double standard
Level Adjustment
+6
Spell Resistance
23

Special Abilities

ImplantPoisonDamage ReductionDetect MagicFlightFull VisionImmunitiesSpell ResistanceTelepathy
If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable. They can be dangerous combatants, but they view purely physical combat as a sign of weakness. Because a phaerimm that uses its stinger or weapons to defend itself is assumed to have insufficient magical abilities, phaerimms make physical attacks only as a last resort-even at younger ages when they lack powerful magic. Young phaerimms sometimes stoop to using masterwork swords, and they suffer no disgrace for doing so as long as they use Tenser's floating disk to carry the weapons whenever they are out of combat. As spellcasters, phaerimms favor charm, command, and illusion effects over damage-producing spells, but they are not shy about using a fireball if. necessary. Powerful elder phaerimms often have charmed or dominated beings fighting for them. In fact, phaerimms sometimes pick fights simply so that they can force their enemies to hack apart their own friends. Phaerimms also enjoy summoning outsiders, but they are generally too proud to use low-level summoning spells to call up common animals and other minor creatures.

Description

If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable. They can be dangerous combatants, but they view purely physical combat as a sign of weakness. Because a phaerimm that uses its stinger or weapons to defend itself is assumed to have insufficient magical abilities, phaerimms make physical attacks only as a last resort-even at younger ages when they lack powerful magic. Young phaerimms sometimes stoop to using masterwork swords, and they suffer no disgrace for doing so as long as they use Tenser's floating disk to carry the weapons whenever they are out of combat. As spellcasters, phaerimms favor charm, command, and illusion effects over damage-producing spells, but they are not shy about using a fireball if. necessary. Powerful elder phaerimms often have charmed or dominated beings fighting for them. In fact, phaerimms sometimes pick fights simply so that they can force their enemies to hack apart their own friends. Phaerimms also enjoy summoning outsiders, but they are generally too proud to use low-level summoning spells to call up common animals and other minor creatures.