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Shrouded Seer
Shrouded Seer
Shrouded Seer
Shrouded Step The Shrouded Seer can move through Otherwordly Mask: The Shrouded Seer casts the Plane
other creatures and objects as if they were difficult Shift spell without requiring any components.
terrain. It takes 11 (2d10) force damage if it ends its Harmful Mask: The Shrouded Seer targets a creature
turn inside an object. that it can see within 60ft. The targeted creature must
succeed on a DC 18 Intelligence saving throw, taking
Actions 33 (6d10) psychic damage on a failed save, or half as
Multiattack The Shrouded Seer makes four claw attacks. much on a successful one.
Staggering Mask: The Shrouded Seer targets a creature
Claw Melee Weapon Attack: +7 to hit, reach 5ft., one that it can see within 60ft. The targeted creature must
target. Hit: 12 (3d6 + 2) slashing damage plus 5 succeed on a DC 18 Constitution saving throw or be
(1d10) psychic damage. stunned for 1 minute and take 13 (3d8) pyschic
Many Masks The Shrouded Seer puts on up to two damage. The target can repeat the saving throw at the
masks and activates their effects, one after the other. end of each of its turns, taking an additional 13 (3d8)
The same mask cannot be used on two consecutive psychic damage on a failure, or ending the effect on
turns. Choose from the following list: itself on a success.
Authoritative Mask: The Shrouded Seer targets a Ruinous Mask: The Shrouded Seer unleashes an
creature that it can see within 60ft. The targeted elemental wave in a 30ft radius sphere centred on
creature must succeed on a DC 18 Wisdom saving itself. It chooses one of either acid, cold, fire, lightning,
throw or become charmed by the Shrouded Seer for 1 or thunder damage. Each creature, except the
hour or until the Shrouded Seer dies. If the target is Shrouded Seer, in the area must succeed a DC 18
fighting the Shrouded Seer, it has advantage on the Dexterity saving throw, taking 56 (16d6) of the chosen
saving throw. While the target is charmed, the damage type on a failed save, or half as much on a
Shrouded Seer can telepathically command it (no successful one.
action required). The charmed creature carries out the
orders to the best of its ability or, if given no orders,
defends itself. Each time the target takes damage, it
makes a new Wisdom saving throw, ending the charm
effect on a success.
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