Extradimensional Form. The farseer's form extends beyond the third dimension, allowing it to find gaps imperceptible to third-dimensional beings. The farseer can move through solid objects and creatures, including walls and ceilings, as if they were difficult terrain, and can occupy another creature or object's space without any penalty.
Contact Volume of Zero. Due to the farseer's extradimensionally-sharp edges, all attacks it makes ignore any bonuses to AC that non-magical shields and armor would provide, attacking based on the target's Unarmored AC.
Well-Anchored. The farseer's body is held in place in more directions than is first apparent. It has advantage on any Strength saving throws it makes to avoid being pushed, moved forcibly, or knocked prone.
Multiattack. The farseer makes two Rending Strike attacks, followed by a Grasping Appendage attack.
Rending Strike. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 22 (4d8 + 4) force damage.
Grasping Appendage. Melee Weapon Attack: +4 to hit, range 10 ft., 1 target. Hit: 14 (4d4 + 4) force damage, and the target is grappled by the farseer. While grappled, the target takes 10 (4d4) force damage at the start of each of its turns. The farseer can only grapple one creature with this attack.
Antimatter Beam (Recharge 5-6). The farseer fires a line of pure dimensional static that is 120 feet long and 5 feet wide. All creatures within the line must make a DC 18 Dexterity saving throw, taking 44 (8d10) force damage on a failed save, or half as much on a successful one. If a creature is reduced to 0 hit points by this attack, it dies as its body crumbles into its base atomic components. Objects in the line are destroyed, and walls have a 5-foot square section destroyed.
Dimensional Fold. The farseer, along with any creature it has grappled, teleport to a space within 60 feet of itself. It does not need to be able to see the location, so long as it has been there before. Any creature grappled by the farseer that is teleported along with it takes 4d4 psychic damage from the abrupt movement through realities.
Spatial Passage (Recharges on a Short or Long Rest). The farseer, along with any creature it has grappled, teleport as though the farseer had cast plane shift, with the grappled creature counted as willing for the purposes of the spell.
Cross-Sectional Appearance. Third-dimensional creatures looking at the farseer can only percieve what the farseer reveals to their dimensional space. As a bonus action, the far seer can change its size category to be Huge or smaller, or create the semblance of multiple creatures within a radius determined by the farseer's current size category.
Unnatural Reflexes. If the farseer is attacked by a creature it can see, it can spend its reaction to cause the attack to automatically miss, as the farseer vanishes and reappears as though it used its Dimensional Fold ability.
The farseer has 4 Legendary Actions that it can use at the end of any other creature's turn. It regains all spent Legendary Actions at the start of its turn.
Move. The farseer moves up to half its speed.
Change Shape (Costs 2 Actions). The farseer changes its size and shape with theCross-Sectional Appearance action.
Swift Strike (Costs 2 Actions). The farseer attacks a creature within range with its Rending Strike.
Spatial Flux (Costs 3 Actions). The farseer projects dimensional energies in a 30-foot cube around itself. All spell effects within the radius, harmful or otherwise, are dispelled, and magical items within the radius cease to function until the start of the farseer's next turn.
Description
"Our world is a fishbowl, and we're the fish. Let's just hope the cat doesn't notice."
Farseers are beings that exist outside of the dimensions of the Planes, in the emptiness between realities. Normally, they tend to stay out of our dimensions, but occasionally they will appear and disappear on the edges of our worlds: The space that exists beyond what the gods may control.
The fact that we are even aware of the farseers' existence means that someone has journeyed to a world's edge to encounter one and lived to tell the tale. Many adventurers feel like their fate is impossible to avoid, like trains on a railroad track, and travel great distances away from any settlement to attempt to escape their destiny. It was likely one of these adventurers escaping their own personal railroad tracks that first stumbled across the farseer.
If one does encounter a farseer, escape may at first seem like the optimal route: After all, a beast from the beyond whose form and appearance constantly change is hardly the kind of opponent one would attempt to fight head-on. However, farseers can travel along dimensional axes impossible for us to perceive, allowing them to travel great distances with little effort and corner their prey with startling ease.
The inscrutable nature of the farseer means that not much is known about them, and as one might assume, travelling to the ends of the world to research these enigmatic beings is both dangerous and time-consuming. As such, very few records of the farseer have been known to exist, and some orders of arcanobiology believe the farseer to be a hoax. However, one can't help but consider what may wait at the edge of reality...
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