Core Spawn Seer

(Explorer's Guide to Wildemount)

Medium aberration, Chaotic Evil

Armor Class17 (natural armor)
Hit Points153 (18d8 + 72)
Speed30 ft.
STRDEXCONINTWISCHA
14 (+2) 12 (+1) 18 (+4) 22 (+6) 19 (+4) 16 (+3)
Saving ThrowsCha +8, Dex +6, Int +11, Wis +9
SkillsPerception +9
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespsychic
Condition Immunitiescharmed; frightened
Sensesblindsight 60 ft., tremorsense 60 ft., passive Perception 19
LanguagesCommon, Deep Speech, telepathy 120 ft., Undercommon
Challenge13

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 Attack Roll: +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.