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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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