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Monster

Star Spawn Seer

Medium Aberration · Neutral Evil

Mordenkainen Presents: Monsters of the Multiverse Page 230
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

Out-Of-Phase Movement

The seer can move through other creatures and objects as if they were Difficult Terrain, and its movement doesn't provoke .
Each creature it moves through takes 5 () Psychic damage; no creature can take this damage more than once per turn.
The seer takes 5 () Force damage if it ends its turn inside an object.

Actions

Multiattack

The seer makes two Comet Staff or Psychic Orb attacks.

Comet Staff

Melee Weapon Attack +11 to hit, reach 5 ft., one target. 10 () Bludgeoning damage plus 18 () Psychic damage, and if the target is a creature, it must succeed on a DC 19 Constitution saving throw or be until the end of its next turn.

Psychic Orb

Ranged Spell Attack +11 to hit, range 120 feet, one creature. 27 () Psychic damage.

Collapse Distance Recharge 6

The seer warps space around one 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 teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the target's original space takes 39 () Psychic damage. On a successful save, the target takes 19 () Psychic damage and isn't teleported.

Reactions

Bend Space

When the seer would be hit by an attack roll, it teleports, along with any equipment it is wearing or carrying, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.
Confirmation

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