Core Spawn Seer
Medium Aberration - Chaotic Evil
Armor Class: 17 (Natural Armor)
Hit Points: 153 (18d8+72)
Speed: 30ft
STR - 14, DEX - 12, CON - 18, WIS – 19, INT - 22, CHA - 16
Saving Throws: DEX +6, WIS +9, INT +11, CHA +8
Skills: Perception +9
Damage Immunities: Psychic
Condition Immunities: Charmed, Frightened
Senses: Blindsight 60ft, Tremorsense 60ft, Passive Perception 19
Languages: Common, Deep Speech, Telepathy 120ft, Undercommon
Challenge: 13
Traits
Earth Glide - The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through.
Magic Resistance - The seer has advantage on saving throws against spells and other magical effects.
Actions
Multiattack - The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once.
Fission Staff - Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone.
Psychedelic Orb - The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a DC: 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer's next turn. Roll a d6 for the condition: (1-2) blinded, (3-4) frightened, or (5-6) stunned.
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