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Monster

Core Spawn Seer

Medium Aberration · Chaotic Evil

Explorer's Guide to Wildemount Page 286
Armor Class 17
Hit Points 153 (18d8 + 72)
Speed Walk 30 ft.
CR 13
STR 14 +2
DEX 12 +1
CON 18 +4
INT 22 +6
WIS 19 +4
CHA 16 +3

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.
Confirmation

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