Kryx RPGThemesCreatures

Star Spawn Seer

Medium aberration
Challenge
13

STR
2
DEX
2
CON
4
INT
6
WIS
4
CHA
3

170
20d8+80
23
Soak
3
Fort
+4
Ref
+7
Will
+10
Defense note natural armor
Damage resistances cold
Damage immunities psychic
Condition immunities charmed, frightened

Speed 5 m.
Skills Insight +4 (15), Occult +11 (22), Perception +9 (20), Stealth +7 (18)
Senses darkvision 10 m.
Languages Common, Aklo, Undercommon

Out-of-Phase Movement. The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.

Spellcasting. The star spawn seer uses Occult (Int) to cast spells (spell save Difficulty 19, +11 to hit with spell attacks). It has 12 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 16th-level spellcaster): poison spray

1 mana: confusion poison, detect poison, poison burst, protection from poison, putrefy food and drink, ray of sickness, slowing poison, toxic fumes

2 mana: cloudkill, halo of spores, insanity mist, mind control, neutralize poison, noxious plume, paralytic poison, poison bane, stinking cloud

Actions (2)

Comet Staff. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage, and the target must succeed on a Difficulty 19 Fortitude saving throw or be incapacitated until the end of its next turn.

Psychic Orb. Ranged Spell Attack: +11 to hit, range 20 m. Hit: 27 (5d10) psychic damage.

Collapse Distance (Recharge 6). The seer warps space around a creature it can see within 5 meters of it. That creature must make a Difficulty 19 Will saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 10 meters to an unoccupied space the seer can see, and all other creatures within 2 meters of the target’s original space each takes 39 (6d12) psychic damage. On a successful save, it takes 19 (3d12) psychic damage.

Reactions

Bend Space. When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 10 meters of it. The other star spawn is hit by the attack instead.

Mountain, Swamp, Urbanmtof

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.