Infobox
Phaerimm
Information
Type Stat Creature Type Aberration Current Location Valendri Health Status Alive, presumed healthy, terrifying
History
The reason that Karsus cast the spell Karsus Avatar. Thought to be extinct since The Spellplague.
The Phaerimm Sickness: every 90 days a phaerimm can use it’s stinger to place an egg into a humanoid, after a couple of weeks a juvenile will burst out of the wound and remain attached to the host, who will walk around and consume magical items and energy. Can be healed with a greater restoration or remove curse spell.
Juvenile - weak to psionics because they cant tune out the psychic noise around them. 114 teeth. Knight - less untapped psionic energy but thicker skin (not vulnerable to psionic attacks) Shepard - 16 arms, grounded Nobel - larger juveniles, thinner arms, more bulbous bodies; essentially managers of all the lower types; uses magic that borders our own maximum capabilities (9-10th level spells, not bound by the laws of our gods) Barons - no one has seen or documented what they can do The Queen - dictates how they all act, all the consciousness of the lower phaerimm are linked to the queen
Current Activities
Now reappearing in The Skyshattered Isles and feeding off of the arcane engines beneath the island causing The Blight.
On trying to fly to Valendri, Phaerimm appeared and tried to consume the arcane engine. They have created a system of tunnels beneath Valendri sustaining themselves on the archanotech engines. They have a main hive with a queen deep underground (at the Nexus, where the most powerful arcane batteries that hold up Valendri are), getting too close causes one to fall under her spell.
They have a host of humanoids that they have infected and use to hatch new phaerimm, feeding off of them until they are entirely consumed.
The Phaerimm Queen shares a consciousness with Sundaria, Sundara’s grandmother who was captured during the first Phaerimm infestation.
Known Stats
The more powerful the magical being fighting against the Phaerimm the more powerful the creature itself (can use a magicians own spell against them) The first ones the group fought on The Icebreaker had AC of 19 Can predict movements/melee attacks (disadvantage to melee attacks, but not ranged) Involuntary reaction to ‘eat’ spells, when it consumes a spell of a certain level it’s HP increases and it becomes ‘charged’ working towards ‘evolution’ it is unclear what happens once it reaches full charge Cannot be banished (nothing to target when trying) Resistance to most types of magical damage (including force damage?) Possibly able to rotate resistances? Previously no resistance to piercing or fire damage Some are weak to psionic damage Poor dexterity