Medium Humanoid (Wizard), Any Alignment
Armor Class 13 Voidwalker Armor
Hit Points 90 (20d6 + 20)
Speed 30 ft., Fly 20 ft. hover
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
21 (+5)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws INT +8, WIS +6, CHA +5
Skills History +8, Investigation +8, Stealth +4
Damage Resistances Force, Thunder
Senses Darkvision 120 ft., Passive Perception 13
Languages Celestial, Common, Deep Speech, Elvish
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Special Equipment. The elf wears a suit of Voidwalker armor, however the armor is not considered cursed while it is wearing it.

Fey Ancestry. The elf has advantage on saving throws to avoid or end the charmed condition on itself, and magic can't put it to sleep.

Unusual Nature. The elf doesn't require sleep.

Sunlight Sensitivity. Due to spending so much time in the dark, the elf has disadvantage on Wisdom (Perception) checks and attack rolls while in direct sunlight.

Actions

Multiattack. The elf makes 2 Hollow Burst attacks, one of which can be replaced with

Void Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft., or range 120 ft., 1 target. Hit: 14 (4d6) force damage.

Hollow Beam (Recharge 3-6, up to 4/Day). A magical beam of dark energy pulses out from the elf's hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) thunder damage on a failure, or half as much on a successful one.

Accretion Disk (Recharge 1/Day). The elf surrounds itself with an oscillating disk of hollow energy. The disk remains for 2 rounds, dissipating at the end of the elf's 3rd turn having it active (including the current turn). While is disk is active, all space within 15 feet of the elf is considered difficult terrain. Additionally, when a creature first enters within 5 feet of the elf on its turn, it takes 7 (2d6) thunder damage.

Spellcasting. The elf casts one of the following spells, using Intelligence as its spellcasting ability. (save DC 16)
2/day each: Darkness, Gravity Sinkhole, Magnify Gravity (5th level version), Vortex Warp
1/day each: Dark Star, Reverse Gravity, Sending

Bonus Actions

Starlight Step (3/Day). The elf magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see.

Voidwalker Projection (1/Day). The elf summons a translucent projection of itself in an unoccupied space within 30 feet of itself. The projection has immunity to all damage and conditions. The elf can cast any of its spells with a range other than self from the projection's space. The projection disappears at the end of the elf's current turn.

Description

Hollow Seers are astral elves who have abandoned the traditional powers of the silver void in favor of something darker. They draw their power from the darkest reaches of space, channeling gravity and twisting space to create blank empty nothingness.

Astral Elves

Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.

Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.

Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths (see the Astral Adventurer's Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.

Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.

Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.

Lair and Lair Actions

Most Hollow Seers dwell in solitary space stations, disks of silver and glass that act as observatories for their study of the ever arching darkness of the cosmos. These plinths of their study are both home to them, and a way to better twist the gravitational forces around them due to the facilities' intricate and arcane structure.

Lair Actions

On initiative count 20 (losing initiative ties), the elf takes a lair action to cause one of the following effects; the elf can’t use the same effect two rounds in a row:

  • Gravitational Shift. The observatory's main axis shifts. All creatures within must make a DC 18 Dexterity or Strength (creature's choice) saving throw, or be moved 10 feet in a direction of the elf's choice.
  • Swallow Stars. The observatory's rings shift to block out any incoming starlight. The whole of the observatory is shrouded in dim light or darkness (elf's choice) until the elf next takes a lair action.
  • Move Station. The elf causes the observatory to move as though it were piloting it as a spelljammer, although it only moves half as fast as a traditional spelljammer.
  • Release Gravity. The elf disperses the gravity field of the observatory. It remains inactive until or unless the elf uses this lair action again to reactivate it.

Regional Effects

The region containing a Hollow Seer’s lair is in deep space, which causes the following effect(s):

  • All creature's potential jump distances are doubled.
  • When a creature is falling, instead of instantly hitting the ground they first fall half of distance in one turn, and the rest of the distance on the next.

Monster Tags: NPCelfhumanoidfeycontrollersupport

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