Medium aberration (star spawn), neutral evil
Armor Class 17 (natural armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
Proficiency Bonus +5
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 18 (+4) | 22 (+6) | 19 (+4) | 16 (+3) |
Saving Throws 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., passive Perception 19
Languages Common, Deep Speech, Undercommon
Challenge 13 (10000 XP)
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, or 10 (1d8 + 6) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage, 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.
REACTIONS
- Bend Space. When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet ofit. The other star spawn is hit by the attack instead.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A Star Spawn Seer is a terrifying creature that serves as a conduit for the will of an Elder Evil, a cosmic entity of unimaginable power and malevolence. A Star Spawn Seer is usually a former humanoid that has been corrupted and transformed by the influence of an Elder Evil, gaining access to eldritch secrets and psionic abilities. A Star Spawn Seer has a vaguely humanoid shape, but its flesh is pale and mottled, its eyes are sunken and glowing, and its head is crowned with writhing tentacles. A Star Spawn Seer speaks in a raspy voice that echoes with madness, and often wears robes or other garments to conceal its true form.
A Star Spawn Seer is most often encountered as the leader of a cult that worships one or more of the Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. An entity that appears as a Star Spawn Seer in the Material Plane usually arrives as something different – something disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal’s body and spirit, transforming it into a suitable vessel. Whoever the seer once was largely vanishes beneath the corpulent bulk of tumorous skin that builds up in strange whorls all over the seer’s body. Hands become bulky, flipper-like appendages capable of grasping their strange staffs – formed of some blend of flesh, bone, and star stuff – but clumsy and painful when used to manipulate other things.
A Star Spawn Seer is almost always accompanied by one or more star spawn hulks. Although the hulk is a worthy combatant in its own right, it’s also a vital part of a tactic often used by seers. When a seer deals psychic damage to a hulk, the hulk isn’t hurt, while the effect ricochets off the hulk and expands to assault other creatures. The seer’s goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the squirming madness of an Elder Evil’s prison.
COMBAT
A Star Spawn Seer is a formidable opponent in combat, using its psionic powers to manipulate reality and harm its enemies. A Star Spawn Seer can unleash blasts of psychic energy, create illusions, teleport itself or others, and even contact other planes of existence. A Star Spawn Seer can also use its tentacles to grapple and drain the life force of its foes. A Star Spawn Seer is not afraid to sacrifice itself or its allies for the sake of its master, and will often retreat if it senses that its mission is in jeopardy.
HABITAT / SOCIETY
A Star Spawn Seer is most often encountered as the leader of a cult that worships one or more of the Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. An entity that appears as a Star Spawn Seer in the Material Plane usually arrives as something different—something disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal’s body and begins to shape it into a suitable vessel. A Star Spawn Seer then uses its influence to recruit or coerce others into joining its cult, often promising them power, knowledge, or salvation. A Star Spawn Seer’s ultimate goal is to prepare the way for the arrival of its master, or to further its inscrutable agenda.
ECOLOGY
A Star Spawn Seer is not a natural creature, but a manifestation of an alien intelligence that transcends the boundaries of time and space. A Star Spawn Seer does not need to eat, drink, sleep, or breathe, but it does require a constant connection to its master’s mind. A Star Spawn Seer can sense the presence and emotions of other star spawn within 60 feet of it, and can exchange positions with them to avoid attacks. A Star Spawn Seer can also create lesser star spawn emissaries by infusing mortal hosts with fragments of its master’s essence. A Star Spawn Seer has no regard for life or morality, and views all other creatures as either tools or obstacles for its master’s plans.