Core Spawn Seer

Explorer's Guide to Wildemount p. 286 (Third Party)

Size
Medium
Type
aberration
Alignment
chaotic evil
AC
17 (natural armor)
Hit Points
153 (18d8+72)
Speed
walk 30 ft.
Saving Throws
Dex +6, Int +11, Wis +9, Cha +8
Skills
Perception +9
Immunities
psychic
Condition Immunities
charmed, frightened
Senses
blindsight 60 ft., tremorsense 60 ft.
Passive Perception
19
Languages
Common, Deep Speech, telepathy 120 ft., Undercommon
Challenge
13
Lineage
Core Spawn
STR
14
+2
DEX
12
+1
CON
18
+4
INT
22
+6
WIS
19
+4
CHA
16
+3

Traits

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.

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.

Other data

description

Core spawn seers are humanoid arcanists corrupted by the eldritch power of the Elder Evils through blasphemous rites or accursed encounters. Ravaged by otherworldly radiation and disease, their bodies are covered in horrible protrusions of fluorescent crystals, which emit a psychedelic glow from beneath the tattered folds of their robes.

Offspring of Calamity: The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.