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Core Spawn Seer

Medium aberration, Chaotic Evil

Armor Class 17 (natural armor)

Hit Points 153 (18d8 + 72)

Speed 30 ft.

STR 14 (+2)
DEX 12 (+1)
CON 18 (+4)
INT 22 (+6)
WIS 19 (+4)
CHA 16 (+3)

Saving Throws DEX +6, INT +11, WIS +9, CHA +8

Skills Perception +9

Damage Immunities psychic

Condition Immunities charmed, frightened

Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 19

Languages Common, Deep Speech, telepathy 120 ft., Undercommon

Challenge 13

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.

Reactions

Fuse Damage. When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage.

Source

Explorer's Guide to Wildemount, p. 286