Core Spawn Emissary

(Explorer's Guide to Wildemount)

Medium aberration, Chaotic Evil

Armor Class15 (natural armor)
Hit Points102 (12d8 + 48)
Speed40 ft., fly 60 ft. (hover)
STRDEXCONINTWISCHA
17 (+3) 15 (+2) 18 (+4) 8 (-1) 13 (+1) 8 (-1)
Saving ThrowsCha +2, Dex +5, Wis +4
SkillsPerception +4
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespsychic
Condition Immunitiesblinded
Sensesblindsight 30 ft., tremorsense 60 ft., passive Perception 14
Languagestelepathy 120 ft., understands Deep Speech but can't speak
Challenge6

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 Attack Roll: +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 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.