Core Spawn Seer

Medium Aberration, Chaotic Evil

STR
14 (+2)
DEX
12 (+1)
CON
18 (+4)
INT
22 (+6)
WIS
19 (+4)
CHA
16 (+3)
Earth Glide.

The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through.

Magic Resistance.

The seer has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once.

Fission Staff.

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone.

Psychedelic Orb.

The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer's next turn. Roll a d6 for the condition: (1-2) blinded, (3-4) frightened, or (5-6) stunned.

Reactions

Fuse Damage.

When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage.

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Core Spawn Seer

Source: Explorer's Guide to Wildemount, p. 286 - Licenses and attribution