KING
Star Spawn Seer

Star Spawn Seer

Aberration · Crown of Despair

T4d10Major

Prophetic horrors from the stars, seers teleport and summon grue, their visions unraveling sanity.

Tier 4  ·  Role Major  ·  Pool Vigor 8 / Vitality 8  ·  AC 11  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC115 base + 6 Sense
Vigor8Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d12rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit15+Cunning 20
Disruptd6on any Vitality loss
StatScoreModDie
Body8-1-d3
Mind22+6d12
Sense22+6d12
Heart18+4d8
Cunning20+5d10
Fate20+5d10

Passives

Passive

Spellcasting (star-prophecy psionics)

The seer reads what is coming in falling starlight and bends the present to match; its powers are psionic, worked with a glance out to 60 ft. Cannot be surprised and has advantage on saves against spells.

Passive

Psychic Aura

Its visions leak into nearby minds. Creatures within 30 ft have disadvantage on Mind saves.

Maneuvers

Maneuver

Phantasmal Slayer

Reaches into one mind within 30 ft and makes its deepest terror real to it alone. The target makes a Mind save (DC 17) or takes 4 damage and is frightened for 1 round; on a success, 1 Vigor damage.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Collapse Space

Telegraph · disrupt d6 · Mind save

Folds the distance between two creatures within 60 ft, swapping their positions. Each must pass a Mind save (DC 17) or take 4 damage from the wrenching transit and be dazed for 1 round; on a success, 1 Vigor damage.

Reactions

Reaction

Foreseen Dodge

Once per round, when targeted by an attack it has already foreseen, the seer teleports 20 ft and the attack misses.

Tactics

GM tactics

Teleports constantly to avoid damage. Uses Phantasmal Slayer on healers to keep them from acting. Swaps melee fighters with Collapse Space to disrupt formations. Keeps its Psychic Aura over as many minds as it can reach.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.