Armor Class
17
Core Spawn Seer
Medium Aberration · Chaotic Evil
Hit Points
153 (18d8 + 72)
Speed
Walk 30 ft.
CR
13
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. 9 () Bludgeoning damage plus 18 () Radiant damage, and the target is knocked .
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 () Psychic damage and suffer a random condition until the start of the seer's next turn. Roll a for the condition: (1-2) , (3-4) , or (5-6) .
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 Radiant damage.