# Phaerimm, Hatchling
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >claws: 1d2 (×2)
> >Melee/Ranged: -1/+5
> >Secondary: -6/+0
> >Multiattack: -3/+3
> >M/R_PA: -1/+5
> >2nd/PA: -6/+0
> >MA_PA: -3/+3
> >Itterative: 1
> > xDmg:: Str: -3; Str2: -4; StrOH: -1; StrPA: -3; StrPA2H: -4; StrPAOH: -1
> > xDCs:: Str: 7; Dex: 13; Con: 10; Int: 10; Wis: 11; Cha: 11
> > xFeat:: 0/1 (1)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Hatchling Phaerimm</div>
<div class="CR">CR 1 (400 XP)</div>
<div class="SOU">Lost Empires of Faerûn</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Tiny Aberration
**Init** +3
**Perception** +5
#### defense
**AC** 17, 15 touch, 14 flat-footed (+3 Dex, +2 natural, +2 size)
**hp** 4 (1d8)
**Fort** +0, **Refl** +3, **Will** +3
**Feint** 11, **Demoralize** 12
**SR** 12
**Immune** petrification, polymorph
#### offense
**Speed** fly 30 ft. (perfect)
**Melee** 2 claws +3 (1d3) bite -2 (1d6)
**Space** 2 1/2 ft., **Reach** 0 ft.
**Special Attacks** detect magic, full vision, implant, poison
**Spell-Like Abilities** (CL 1st; Concentration +2)
> **At will**— detect magic
#### statistics
**Str** 4, **Dex** 17, **Con** 10, **Int** 11, **Wis** 12, **Cha** 13
**BAB** +0, **CMB** -5, **CMD** 8, **TA** -1, **RTA** +5
**Feats** [[_]]<sup>B</sup>
**Languages**
#### special abilities
### Detect Magic (Sp)
Beginning as a hatchling, a phaerimm can use detect magic at will (caster level equals phaerimm's character level).
### Full Vision (Ex)
As it ages, a phaerimm's natural ability to detect magic expands. A juvenile phaerimm can see invisible or ethereal creatures to a range of 120 feet, as though under the effect of a see invisibility spell. An adult phaerimm constantly can see magical auras to a range of 120 feet, as though constantly under the effect of an arcane sight spell. An elder phaerimm sees as though constantly under the effect of a true seeing spell.
### Implant (Ex)
As a standard action, an adult or older phaerimm can use its stinger to lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the eggs, as does a successful DC 20 Heal check made by a character with ranks that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
### Poison (Su)
Sting—Injury; save Fort DC 10; frequency 1/round for 2 rounds; initial effect paralysis and levitation for 2d4 rounds; secondary effect paralysis and levitation for 1d3 hours; cure 2 consecutive saves. The DC save is Constitution-based.