Core Spawn Emissary

Medium Aberration, Chaotic Evil

STR
17 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
13 (+1)
CHA
8 (-1)
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 (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.

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Core Spawn Emissary

Source: Explorer's Guide to Wildemount, p. 286 - Licenses and attribution