Star Spawn Seer

Medium aberration, Lawful 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 Resistances

cold; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

psychic

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Languages

Common, Deep Speech, Undercommon

Challenge

13

Out-of-Phase Movement

The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack

The seer makes two comet staff attacks or uses Psychic Orb twice.

Comet Staff

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) psychic damage, or 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage, if used with two hands, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.

Psychic Orb

Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage.

Collapse Distance (Recharge 6)

The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage.

Star Spawn Seer

Medium aberration, typically neutral 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 Resistances

cold; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

psychic

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Languages

Common, Deep Speech, Undercommon

Challenge

13

Proficiency Bonus

+5

Out-Of-Phase Movement

The seer can move through other creatures and objects as if they were difficult terrain, and its movement doesn't provoke opportunity attacks. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack

The seer makes two Comet Staff or Psychic Orb attacks.

Comet Staff

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage, and if the target is a creature, it must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.

Psychic Orb

Ranged Spell Attack: +11 to hit, range 120 feet, one creature. Hit: 27 (5d10) psychic damage.

Collapse Distance (Recharge 6)

The seer warps space around one creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the target's original space takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage and isn't teleported.