THE SHARED REFERENCE Adventurer

Monster

Core Spawn Seer

Outside your table’s allowed sources

Official reference · EGW · 2014

Creature type
Aberration
Size
Medium
Armor class
17 (natural armor)
Hit points
153 (18d8 + 72)
Speed
Walk 30 ft.
Challenge rating
13
Alignment
Chaotic Evil
Strength
14
Dexterity
12
Constitution
18
Intelligence
22
Wisdom
19
Charisma
16
Passive Perception
19
Saving Throws
dex: +6; int: +11; wis: +9; cha: +8
Skills
perception: +9
Senses
blindsight 60 ft., tremorsense 60 ft.
Languages
Common, Deep Speech, telepathy 120 ft., Undercommon
Immunities
psychic
Condition Immunities
charmed, frightened

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 creature. 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.

Quick preview