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Star Spawn Seer - AI-generated fantasy Monster

Star Spawn Seer

The Star Spawn Seer is the voice of an intelligence that exists beyond the known planes. It does not merely predict the future. It observes possible futures simultaneously and selects the one in which reality is most vulnerable. During Break the Spine and Banish the Void Hydra, the seer is attempting to keep the hydra's astral spine aligned with a breach in the world, allowing the creature to become permanent.

MediumAberration(Star Spawn)CR Challenge Rating 13Neutral evil

Star Spawn Seer

AberrationControllerCosmic horrorPsychicSummonerBossVoid Hydra encounter
HP153AC+10SPD30 ft., Fly 30 ft., hoverCR13 (10,000 XP)ArcanaInsightPerceptionReligion
STR
10
DEX
16
CON
18
INT
20
save
WIS
18
save
CHA
19
save
Out-of-Phase Movement. The seer can move through other creatures and objects as if they were difficult terrain. Its movement does not provoke opportunity attacks. Each creature it moves through takes 5 () psychic damage, and no creature can take this damage more than once per turn. If the seer ends its turn inside an object, it takes 5 () force damage and is shunted to the nearest unoccupied space.
Unraveling Mind. When a creature attempts to read the seer's thoughts, establish telepathic contact with it, or target it with an effect that detects thoughts, the creature must succeed on a Intelligence saving throw or take 18 () psychic damage and become confused until the end of its next turn. A creature that succeeds is immune to this trait for 24 hours.
Alien Cognition. The seer has advantage on saving throws against spells and other magical effects that would alter its mind, reveal its thoughts, or force it to speak the truth.
Star-Born Sustenance. The seer does not need to eat, drink, breathe, or sleep. It can remain conscious during a long rest, though it must remain motionless and connected to the nearest active star rift.
Eyes Beyond the Veil. The seer can perceive invisible creatures and objects within 60 feet, as well as see into the Ethereal Plane within the same range.
Multiattack. The seer makes two Psychic Lance attacks, or uses Summon Star Spawn if available.
Psychic Lance. Melee or Ranged Spell Attack: to hit, reach 10 ft. or range 120 ft., one target. Hit: 27 () psychic damage, and the target must succeed on a Intelligence saving throw or be unable to take reactions until the end of its next turn.
Mind Blast. The seer projects a splinter of impossible thought at one creature it can see within 90 feet. The target must make a Intelligence saving throw, taking 36 () psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also stunned until the end of the seer's next turn. A creature that succeeds on the save is immune to this seer's Mind Blast for 24 hours.
Summon Star Spawn. The seer chooses one unoccupied space it can see within 60 feet and tears open a starless aperture. One Star Spawn Mangler, Star Spawn Grue, or Star Spawn Hulk appears in that space. The summoned creature acts immediately after the seer in initiative, obeys the seer's telepathic commands, and remains for 1 hour, until it drops to 0 hit points, or until the seer dies. The seer can have only one creature summoned by this action at a time. Once used, this action cannot be used again until the seer finishes a short or long rest.
Psychic Exchange. When the seer is hit by an attack roll, it teleports, exchanging positions with one willing Star Spawn creature it can see within 60 feet. The attack instead hits the Star Spawn creature, which takes the attack's damage and suffers its other effects. If no willing Star Spawn creature is available, the seer cannot use this reaction.
Lance. The seer makes one Psychic Lance attack.
Impossible Step. The seer moves up to half its speed without provoking opportunity attacks. It can move through the space of another creature during this movement, but cannot end there.
Reposition Mind (Costs 2 Actions). One creature the seer can see within 60 feet must succeed on a Intelligence saving throw or be moved up to 20 feet in a direction chosen by the seer. This movement does not provoke opportunity attacks.
Astral Detonation (Costs 3 Actions). The seer recharges Mind Blast immediately and can use it as part of this legendary action. A creature that succeeds on the saving throw is not immune to this use of Mind Blast.
Cantrips
Minor IllusionIllusion The seer alters a creature's perception of distance and direction.
MessageTransmutation The seer communicates silently with creatures within range.
2nd level
Detect ThoughtsDivination The seer interferes with a creature's ability to perceive reality.
InvisibilityIllusion The seer becomes invisible until it attacks or casts a spell.
4th level
Evard's Black TentaclesConjuration The seer creates a shifting field of difficult terrain and distorted space.
5th level
Dominate PersonEnchantment The seer attempts to dominate one creature and redirect its actions.
6th level
Arcane GateConjuration The seer creates a teleportation route between two locations it has studied.
7th level
Project ImageIllusion The seer causes a creature to hallucinate threats from possible futures.
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