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 opportunity attacks.
Each creature it moves through takes 3 (1d6) psychic damage; no creature can take this damage more than once per turn. The seer takes 3 (1d6) force damage if it ends its turn inside an object.
Legendary Resistance (3/Day). If the seer fails a saving throw, it can choose to succeed instead.
Multiattack. The seer makes two Comet Staff or Psychic Orb attacks.
Comet Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage plus 8 (2d8) psychic damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or be incapacitated until the end of its next turn.
Psychic Orb. Ranged Spell Attack: +9 to hit, range 120 feet, one creature. Hit: 12 (3d8) 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 17 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 15 (3d10) psychic damage. On a successful save, the target takes half damage and isn’t teleported.
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.
The seer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The seer regains spent legendary actions at the start of its turn.
Awareness. The seer regains its reaction.
Psychic Orb (Costs 2 Actions). The seer makes a Psychic Orb attack.
Momentary Stasis (Costs 3 Actions). The seer can magically force a Large or smaller creature you can see within 60 feet of it to make a DC 17 Constitution saving throw. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of the seer's next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0. On a successful save the target takes 9 (3d6) force damage.
Description
A star spawn seer is most often encountered as the leader of a cult dedicated to one or more Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. The seer’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm.
An entity that appears as a star spawn seer in the Material Plane usually arrives disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal, transforming it into a star spawn seer. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer’s body. The mortal’s hands become bulky, flipper-like appendages able to grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff.
A star spawn seer is almost always accompanied by one or more star spawn hulks. Not only is a hulk a powerful combatant, but when a seer deals psychic damage to a hulk, the hulk isn’t hurt, and the effect ricochets off and expands to assault other creatures.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the star spawn leader takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
- Aberrant energy surges in the lair, empowering the star spawn. All star spawn in the lair regain the use of any expended Recharge abilities or actions.
- Maddening psychic whispers permeate through the lair, reaching into the minds of creatures. Each creature of the star spawn seer’s choice in the lair that can be contacted by telepathy must succeed on a DC 15 Wisdom saving throw or become insane. Whilst insane in this way, the creature is under the effect of the confusion spell, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. Only a calm emotions or greater restoration spell can restore the sanity of a creature driven mad by this effect.
- Reality warps in the lair. Any number of star spawn in the lair can teleport, changing places with other star spawn. If any of the star spawn are affected by any conditions or other effects, the star spawn seer may transfer that condition or effect to a different star spawn in the lair. The star spawn seer can take this lair action even if it is incapacitated.
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