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.