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Core Spawn Emissary

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.   The core spawn emissary can expel clouds of crystalline spores from tubes in its head. These spores act like a contact poison and can be deadly if inhaled.  

Core Spawn Emissary CR: 6 (2,300 xp)

Medium aberration, chaotic evil
Armor Class: 15
Hit Points: 102 (12d8+48)
Speed: 40 ft , can 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: understands Deep Speech but can't speak
Challenge Rating: 6 (2,300 xp)

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 (Recharges 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 6) 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.

Genetic Ancestor(s)

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