Spectral celestials with the ability to see a creature’s fate, wyrd seers are the apocalyptic prophets of the valkyries. Eyes blind to the present, these celestials have turned their gaze toward the future and witnessed the end of all things. It is this fate the wyrd seers seek to change, charging the other valkyries with recruiting specific heroes with traits and abilities of significance known only to the seers. On the rare occasion one of these creatures chooses to act in the present, its mastery over destiny and ghostlike powers make it a formidable foe that turns a creature’s own strength upon itself.
WYRD SEER
Large celestial, any lawful
Armor Class 18 (natural armor)
Hit Points 218 (23d10 +99)
Speed 40 ft., fly 80 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 19 (+4) | 18 (+4) | 22 (+6) | 27 (+8) | 18 (+4) |
Saving Throws Dex +10, Int +12, Wis +14
Skills History +12, Nature +12, Insight +20, Perception +14
Damage Resistances necrotic, radiant
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained
Senses truesight 120 ft., passive Perception 24
Languages All, but can only be understood by the dead or other valkyries
Challenge 19 (22,000 XP)
TRAITS
Incorporeal Movement. The seer can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The seer’s innate spellcasting ability is Wisdom (Spell save DC 22, +14 to hit with spell attacks. It can innately cast the following spells, requiring no material components.
- At will: blinding smite, command, misty step, slow
- 2/day each: flame strike, harm
- 1/day each: divine word, plane shift
Last Stand (1/day). The seer pours a horn of mead down the throat of a flesh and blood creature that was slain within the last minute and attempts to restore it to life. If the creature’s soul is willing, it is restored to life at its maximum hit points and regains all its features as though it had finished a long rest. After 24 hours, the creature dies and cannot be restored to life for a period of 10 years.
Trial of the Valkyries. The seer emits an aura of psychic energy in a 60 ft. radius centered on it. When an enemy creature in the area deals damage to the seer, it takes psychic damage equal to the damage dealt. If this damage reduces a creature to zero hit points, it cannot willingly harm the seer again for the rest of its life.
ACTIONS
Soul Strike. Melee or Ranged Spell Attack: +14 to hit, reach 5 ft., or range 60 ft., one living creature. Hit: 35 (6d8+8) radiant or necrotic damage, and the seer regains hit points equal to the damage dealt.
REACTIONS
Twist of Fate. When a creature within 60 ft. of the seer attempts an attack roll, saving throw, or ability check, the seer instead chooses whether the creature succeeds or fails, regardless of the result.
Ref: TPKB1 p242