Core Spawn Seer
Explorer's Guide to Wildemount p. 286 (Third Party)
- Tamaño
- Mediano
- Tipo
- aberration
- Alineamiento
- caótico malvado
- CA
- 17 (natural armor)
- Puntos de golpe
- 153 (18d8+72)
- Velocidad
- walk 30 ft.
- Salvaciones
- Dex +6, Int +11, Wis +9, Cha +8
- Habilidades
- Perception +9
- Inmunidades
- psychic
- Inmunidad a estados
- charmed, frightened
- Sentidos
- blindsight 60 ft., tremorsense 60 ft.
- Percepción pasiva
- 19
- Idiomas
- Common, Deep Speech, telepathy 120 ft., Undercommon
- Desafío
- 13
- Linaje
- Core Spawn
Rasgos
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.
Acciones
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.
Reacciones
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.
Otros datos
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.