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Core Spawn Emissary
- STR
- 17 (+3)
- DEX
- 15 (+2)
- CON
- 18 (+4)
- INT
- 8 (-1)
- WIS
- 13 (+1)
- CHA
- 8 (-1)
The emissary has advantage on saving throws against spells and other magical effects.
Actions
The emissary makes three talons attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) slashing damage.
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.
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.
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Source: Explorer's Guide to Wildemount, p. 286 - Licenses and attribution