Medium Aberration, Typically Neutral Evil
AC 17 Natural    Initiative +1 (11)
HP 153 (18d8 + 72)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 12 +1 +12
CON 18 +4 +4
Mod Save
INT 22 +6 +22
WIS 19 +4 +18
CHA 16 +3 +16
Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Psychic; Charmed, Frightened
Senses Darkvision 60 ft.; Passive Perception 19
Languages Common, Deep Speech, Undercommon
CR 15 (XP 13,000; PB +5)
Traits

Out-of-Phase Movement. The star spawn 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 (1d10) 5 psychic damage; no creature can take this damage more than once per turn. The seer takes (1d10) 5 force damage if it ends its turn inside an object.

Actions

Multiattack. The star spawn seer makes two Comet Staff or Psychic Orb attacks, and can use it's Collapse Distance ability if able.

Comet Staff. Melee Weapon Attack: Roll: +11, to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage plus 18 (4d8) psychic damage, and if the target is a creature, it must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.

Psychic Orb. Ranged Spell Attack: Roll: +11, to hit, range 120 feet, one creature. Hit: 27 (5d10) psychic damage.

Collapse Distance (Recharge 6). The star spawn seer warps space around one creature it can see within 30 feet of it. That creature must make a DC 19 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 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage and isn’t teleported.

Reactions

Bend Space. When the star spawn 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.

Legendary Actions

VILLAIN ACTIONS: 

The star spawn seer has 3 villain actions. They can take each action once during an encounter after an enemy's turn. They can take these actions in any order but can use only one per round. 

Glimpse the Inevitable. The star spawn seer momentarily sees the next few seconds of reality and chooses which outcome must occur. Roll a d20 and record the number. Before the start of the seer's next turn, the seer can replace any 1 attack roll, saving throw, or ability check made by a creature the seer can see with the number it rolled as part of this ability. 

Fractured Posibility. Multiple contradictory futures briefly overlap. Until the start of the star spawn seer's next turn, the first time each enemy hits with an attack, roll a d6. On a 1-3 the attack misses instead. On a 4-6 the attack hits as normal. 

Eldritch Revelation. The star spawn seer shares a fragment of the truth it perceives. Each enemy within 30 ft. must make a DC 20 Intelligence save. On a failure, that enemy takes 18 (4d8) psychic damage and has disadvantage on the next attack roll or save it makes before the end of it's next turn. On a success, they take half the damage and there is no additional effect. 

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.

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.

Cult of Atropus, the World Born Dead

Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Cult of Borem of the Lake of Boiling Mud

Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.

Cult of Haask, the Voice of Hargut

Haask’s Presence (1/Day). The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet of it. The targeted Humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal.

Cult of Tharizdun, the Chained God

Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success.

Cult of Tyranthraxus, the Flamed One

Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one.

Yosefthegod

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