Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
Skills Deception +4, Persuasion +4, Religion +2
Damage Resistances Cold, Necrotic
Condition Immunities Blinded
Senses Truesight 10 ft., Passive Perception 12
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The seer has advantage on saving throws against being charmed or frightened.

Omen. The seer spends 10 minutes to cast a ritual upon themselves. While in this state the seer can divine events to come within the next week. However, these omens come in the form of cryptic messages that on their own may be incomprehensible.

Spellcasting. The seer is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (4 slots): command, inflict wounds, shield of faith

2nd level (3 slots): hold person, spiritual weapon

Actions

Multiattack. The seer makes two melee attacks.

Sacrificial Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and 2 (1d4) necrotic damage.

Description

Cult seers' work outside the typical hierarchy of a cult, spending much of their time doing rituals. When a cult does call upon a seer, it is usually to ask about events to come. While the seer is in their ritual they can give cryptic omens about events that will come to pass, it is up to those listening, however, to decipher the true meaning in the words.

Monster Tags: NPC

Habitat: Urban

FrostAura

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