Star Spawn SeerMedium aberration
- 13 (10,000 XP)
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 is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 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, and knows the following spells:
Multiattack. The seer makes two comet staff attacks or uses Psychic Orb twice.
Comet Staff. Melee Weapon Attack: +11 to hit, reach 1.5 m. Hit: 10 (1d8 + 6) bludgeoning damage, plus 18 (4d8) psychic damage, and the target must succeed on a DC 19 Fortitude saving throw or be incapacitated until the end of its next turn..
Psychic Orb. Ranged Spell Attack: +11 to hit, range 35 m. Hit: 27 (5d10) psychic damage.
Collapse Distance (Recharge 6). The seer warps space around a creature it can see within 9 meters of it. That creature must make a DC 19 Will saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 18 meters to an unoccupied space the seer can see, and all other creatures within 3 meters of the target’s original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage.
Bend Space. When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 18 meters of it. The other star spawn is hit by the attack instead.