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Critical Role Wiki

Core spawn emissaries are sentries and assassins for the core spawn.

Description[]

Emissaries have insectoid wings that emit a horrible but entrancing thrum. The tubes in their head can spew a cloud of poisonous crystalline spores that are harmful for non-aberrations to inhale.[2]

Abilities[]

All of the following is from Explorer's Guide to Wildemount, p. 286.

  • Skill proficiency: Perception
  • Saving throw proficiencies: Dexterity, Wisdom, Charisma
  • Damage immunity: Psychic
  • Magic Resistance: Advantage on saving throws against spells and magic effects
  • Actions:
    • Talons: Deals slashing damage
    • Multiattack: Three talon attacks
    • Alluring Thrum (recharge 5 or 6): Non-aberration creatures within 20 feet must succeed at a Constitution saving throw or become charmed for up to 1 minute; they can repeat the saving throw at the end of each of their turns
    • Crystal Spores (recharge 6): Creatures within 15 feet must succeed at a Constitution saving throw or become poisoned and take poison damage at the start of each of their turns; they can repeat the saving throw at the end of each of their turns

History[]

Main article: Core spawn § History

References[]

  1. Emissaries are predators. See Explorer's Guide to Wildemount, p. 285.
  2. See Explorer's Guide to Wildemount, p. 285.

Art:

  1. Depiction of a core spawn emissary, by Stephen Oakley from Explorer's Guide to Wildemount, p. 285. Used with permission. This page contains unofficial Fan Content permitted under the Wizards of the Coast Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.