Seer

Huge celestial, neutral good

Armor Class 17 (natural armor)
Hit Points 178 (21d12 + 42)
Speed 40 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 20 (+5) 26 (+8) 20 (+5)

Saving Throws Wisdom +13
Skills Arcana +10, Insight +13, History +10, Perception +13, Religion +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses blindsight 60 ft., truesight 120 ft., passive Perception 23
Languages all, telepathy 120 ft.
Challenge 14 (11,500 XP)

SPECIAL TRAITS

ACTIONS

  • Calming Vision. The seer makes a creature see an illusion. The target perceives itself in a place where there is no threat whatsoever. The creature must succeed on a DC 21 Wisdom saving throw or be affected for 1 minute. An affected creature must make a DC 21 Wisdom saving throw each time it tries to make a hostile action. On a failed save, the creature loses its action. On a successful one, it can make the action normally.
  • Find Creature. While looking at the stars, the seer describes or names a creature familiar to it. The seer magically senses the exact location of the creature, as long as that creature is on the same plane of existence as the seer. If the creature is on another plane of existence, the seer knows its last location on the seer’s plane of existence. The seer continues to sense the location of the creature for up to 1 hour, requiring concentration.
  • Haunting Glance. Ranged Spell Attack: +13 to hit, range 60 ft., one target. Hit: 35 (10d6) psychic damage. The seer targets a creature and glares at it with its haunting stare. The target must also succeed on a DC 21 Wisdom saving throw, or be frightened until the end of its next turn.

LEGENDARY ACTIONS

The seer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The seer regains spent legendary actions at the start of its turn.

  • Cantrip. The seer casts a cantrip.
  • Calming Vision (Costs 2 Actions). The seer uses its Calming Vision.
  • Haunting Glance (Costs 2 Actions). The seer uses its Haunting Glance.

ABOUT

Seers are angels who are masters of divination. Owing to both their physically and magically keen sight, they see what others fail to see, and perceive everything in its true form.

Seers lack well-defined facial features; they don’t have noses or eyelids. Although these angels don’t have wings, they do have the ability to fly by levitating and hovering freely. They are androgynous and have glowing porcelain skin. They are Huge creatures, but have a skinny build. The contrast between their size and shape certainly helps them look delicate.

All-seeing Angels. Seers are angels who are responsible for keeping trails of creatures. For instance, when fellow angels need to know the whereabouts of a creature, seers are there to help them.

Divine Creation. The seer is an angel and doesn’t require food, drink, or sleep.

Master of Astrology. The seer has an intimate connection with the stars. It can perceive the reality of a subject by looking at them.

Section 15: Copyright Notice

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