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)

Damage Immunities

psychic

Condition Immunities

charmed, frightened

Senses

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

Saving Throws

Dex +6, Int +11, Wis +9, Cha +8

Skills

Perception +9

Languages

Common, Deep Speech, Undercommon, telepathy 120 ft.

Challenge

13 (10,000 XP)

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
  • (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.

medium
aberration
cr13
explorers-guide-to-wildemount