Core Spawn Seer

Medium aberration, Chaotic Evil

Armor Class

17 (natural armor)

Hit Points

153 (18d8+72)

Speed

walk 30 ft.

Saves

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.

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 target. 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.