Bayou Seer

Medium humanoid (titanspawn), neutral evil

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 17 (+3)

Armor Class 13 (natural armor)
Hit Points 45 (10d8)
Speed 30 ft.
Saving Throws Constitution +2, Wisdom +3
Skills Arcana +3, Deception +5, Insight +3, Perception +3, Persuasion +5
Senses passive Perception 13
Languages Termanan, plus any two other languages
Challenge 3 (700 XP)

Special Traits

  • Benign Aura. The bayou seer is always under the effect of a sanctuary spell which requires a DC 13 Wisdom save to overcome. This aura is suppressed while within an antimagic field. If subject to dispel magic or a similar effect the aura reactivates at the beginning of the seer’s next turn. If the seer makes an attack or deals damage to another creature, this effect is suppressed for one minute. Unlike sanctuary, casting a spell that affects another creature does not end or suppress this aura.
  • Second Sight. The seer can cast divination, scrying, and legend lore once each with this trait, using Charisma as their spellcasting ability. Once a spell has been cast in this way, the bayou seer may not cast that spell with this trait again for eight days.
  • Spellcasting. The bayou seer is a 4th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). They know the following spells, which are considered sorcerer spells for them:
  • Sorcery Points. The bayou seer has 4 sorcery points. They can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:
    • Extended Spell: When casting a spell that has a duration of 1 minute or longer, the bayou seer can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours Heightened Spell: When casting a spell that forces a creature to make a saving throw to resist its effects, the bayou seer can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Actions

  • Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
  • Alternate Form. The bayou seer magically polymorphs into a tiny beast. They can remain in this form until they choose to return to their natural form as an action on their turn, or they are reduced to 0 hit points. Equipment carried or worn by the bayou seer melds into their new form and cannot be used or activated while they are in their alternate form. While in this form the seer’s game statistics are replaced by the statistics of the chosen beast. It retains its alignment and personality and hit points but uses the AC and movement modes of the new form. While in their alternate form, the bayou seer can’t speak, cast spells, or take any action that requires hands or speech. Each bayou seer has a single alternate form. Ravens, lizards, spiders, and snakes are common.

Tactics

Bayou seers detest violence. If provoked a bayou seer relies on charmed minions to fight for them while taking advantage of their benign aura feature to cast supportive magic. In desperation, they will use their alternate form to escape.

Description

Bayou seers appear as tall elven women with black eyes and long black fingernails. They are often advisors in noble courts. They prove their worth by using potent divination magics for their employers. Bayou seers turn their mortal patrons to evil in insidious ways, promoting a thirst for sensual pleasures and a disregard for common folk and common decency. One can often (but certainly not always…) discern those courts in which a bayou seer holds sway by the decadence and callousness of the ruler.

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