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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | -1 | -d3 |
| Mind | 22 | +6 | d12 |
| Sense | 22 | +6 | d12 |
| Heart | 18 | +4 | d8 |
| Cunning | 20 | +5 | d10 |
| Fate | 20 | +5 | d10 |
Passives
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.
Psychic Aura
Its visions leak into nearby minds. Creatures within 30 ft have disadvantage on Mind saves.
Maneuvers
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.
Collapse Space
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
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.