Star Spawn Seer - AI-generated fantasy Monster

Star Spawn Seer

The Star Spawn Seer is the hydra's interpreter, translating the beast's instinctive hunger into a precise assault on the city's geometry. It believes the crystal is not a weapon but a nail pinning reality in place. Removing that nail will allow the hydra's many heads to bite through separate layers of the world at once.

MediumAberration(Star Spawn)CR Challenge Rating 13Neutral evil

Star Spawn Seer

AberrationCosmic HorrorControllerStar SpawnSpellcasterBossObjective Encounter
HP153AC+10SPD30 ft., Out-of-Phase MovementCR13 (10,000 XP)ArcanaDeceptionInsightPerception
STR
10
DEX
18
CON
14
INT
21
save
WIS
19
save
CHA
16
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. The seer takes 5 () force damage if it ends its turn inside an object.
Collapse Distance. The seer targets one creature it can see within 30 feet. The target must make a Charisma saving throw. On a failure, the target is teleported to an unoccupied space within 60 feet chosen by the seer. Each creature within 10 feet of the space the target left must make a Dexterity saving throw, taking 33 () psychic damage on a failure, or half as much damage on a success.
Alien Telepathy. The seer can communicate telepathically with any creature within 120 feet that understands a language. It can also perceive the emotional surface thoughts of creatures within 30 feet, granting it advantage on Insight checks against them.
Unnatural Mind. The seer has advantage on saving throws against being charmed or frightened, and magic cannot put it to sleep.
Ritual Conductor. The seer can use Collapse Distance once, Mind Blast once, and Seize Control once. It regains expended uses when it finishes a short or long rest.
Psychic Orb. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 27 () psychic damage.
Seize Control. The seer targets one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw or be charmed by the seer until the end of the seer's next turn. While charmed this way, the target uses its reaction, if available, to make one weapon attack against a creature of the seer's choice.
Warp Reality. The seer targets a point it can see within 120 feet. Reality twists in a 20-foot-radius sphere centered on that point until the start of the seer's next turn. The area is difficult terrain, ranged attacks through it are made with disadvantage, and creatures entering it for the first time on a turn must succeed on a Dexterity saving throw or take 14 () psychic damage and fall prone.
Mind Blast. The seer emits a psychic shockwave in a 60-foot cone. Each creature in that area must make a Intelligence saving throw, taking 27 () psychic damage on a failed save, or half as much damage on a successful one. A creature that fails is stunned until the end of the seer's next turn.
Distort the Blow. When a creature the seer can see within 60 feet is hit by an attack, the seer imposes disadvantage on the attack roll, potentially causing it to miss. The seer can use this reaction three times per day.
Fold Position. The seer moves up to half its speed without provoking opportunity attacks.
Psychic Orb. The seer makes one Psychic Orb attack.
Fracture Thought (Costs 2 Actions). One creature the seer can see within 60 feet must succeed on a Wisdom saving throw or have disadvantage on attack rolls and saving throws until the end of its next turn.
Bend the Scene (Costs 3 Actions). The seer uses Warp Reality, if available, or recharges Collapse Distance immediately.
Cantrips
Eldritch BlastEvocation The seer can cast these spells without material components, using Intelligence as its spellcasting ability.
1st level
At-Will PsionicsDivination and Illusion At will: detect thoughts, mage hand, minor illusion.
3rd level
Spatial and Psychic MagicAbjuration, Conjuration, Enchantment, and Illusion 3/day each: counterspell, dimension door, fear, hallucinatory terrain.
6th level
Greater WarpingsEvocation, Enchantment, and Transmutation 1/day each: confusion, disintegrate, telekinesis.
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