Angulotl Seer
Small humanoid, any
Armor Class
13
Hit Points
81 (18d6 + 18)
Speed
20 ft., climb 20 ft., swim 30 ft.
STR
7 (-2)
DEX
17 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
18 (+4)
CHA
10 (+0)
Damage Immunities
poison
Senses
darkvision 120 ft., truesight 60 ft., passive Perception 20
Saving Throws
Dex +6, Wis +7
Skills
Acrobatics +6, Perception +10, Stealth +6, Survival +7
Languages
Angulotl
Challenge
6 (2,300 XP)
Amphibious. The seer can breathe air and water.
Third Eye. Creatures within 30 feet of the seer can’t hide from the seer. Creatures who can’t be targeted by divination magic are immune to this effect.
Toxiferous. When a creature hits the seer with a melee attack while within 5 feet of them or touches the seer, that creature takes 2 (1d4) poison damage.
Actions
Acid Grasp. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) acid damage. If the target is a creature and they attack the seer before the start of the seer’s next turn, the target takes 14 (4d6) acid damage.
Refulgent Beam. The seer fires two magical beams of radiant energy, each beam targeting a creature the seer can see within 120 feet of them. Each target must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) radiant damage and shed dim light in a 10-foot radius for 1 minute (save ends at end of turn). While shedding light in this way, attack rolls against the target have advantage, the target can’t benefit from being invisible, and they can’t take the Hide action.
Noxious Bubble (1/Day). The seer creates a 5-foot-radius sphere filled with toxic gas in an unoccupied space they can see within 60 feet of them. If undisturbed, this bubble lasts for 1 minute then dissipates harmlessly. If a creature attacks the bubble, touches it, enters its space, or otherwise disturbs it, the bubble bursts, and each creature within 15 feet of it must make a DC 15 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one.
Psychedelic Drone (1/Day). Each enemy within 60 feet of the seer who can hear them must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and be dazed for 1 minute (save ends at end of turn).
Bonus Actions
Hop. The seer jumps a number of feet up to their walking speed.