Page 191 - Dragonix - DM Options, Monster Talents II
P. 191
Flurry Recharge. If the mangler hits a creature Foul Insight. A starspawn that is within 10 feet of
with both its claws in the same turn, its Flurry of the seer and can hear the seer and the seer isn't
Claws is recharged. incapacitated has advantage on ability checks,
attack rolls, and saving throws.
Spider Climb
Type: Trait. Innate Spellcaster (Psionics)
Spider Climb. The mangler can climb difficult Type: Trait.
surfaces, including upside down on ceilings, The seer's innate spellcasting ability is Intelligence
without needing to make an ability check. (spell save DC 19). The seer can innately cast the
following spells, requiring no material components:
3/day (each): jump, misty step
1/day (each): plane shift, telekinesis
Starspawn Seer
Legendary Actions
The starspawn seer (CR 13) can have a maximum
Type: Action.
of 5 talents.
Talent Cost: 4 (Counts as 4 Talents).
The seer gains 3 legendary actions, choosing from
Battle Command
the options below. Only one legendary action
Type: Action. option can be used at a time and only at the end
Talent Cost: 2 (Counts as 2 Talents). of another creature's turn. The seer regains spent
legendary actions at the start of its turn.
Battle Command. As a bonus action, the seer
Command. The seer targets one starspawn ally it
targets one starspawn ally it can see within 30 feet
can see within 30 feet of it. If the target can see or
of it. If the target can see or hear the seer, the target
hear the seer, the target can use its reaction to
can use its reaction to make one melee attack or to
make one melee attack.
take the Dodge or Hide action.
Teleport. The seer magically teleports, along
with any equipment it is wearing and carrying, to
Distortion Blast (Recharge 5-6) an unoccupied space it can see within 30 feet of it.
Comet Staff (Costs 2 Actions). The seer makes
Type: Action.
attacks with its comet staff.
Talent Cost: 3 (Counts as 3 Talents). Psychic Orb (Costs 2 Actions). The seer uses its
Psychic Orb.
Distortion Blast (Recharge 5–6). The seer twists
and alters the space in 30-foot cube. Each creature
that isn't a starspawn in that area must make a
Magic Resistance
DC 19 Wisdom saving throw. On a failed save, a
creature takes 13 (3d8) force damage and 13 (3d8) Type: Trait.
psychic damage and can't take any action except Magic Resistance. The larva mage has advantage
move up to half of its speed until the end of the on saving throws against spells and other magical
seer's next turn. On a successful save, a creature effects.
takes half as much damage.
Magic Weapons
Foul Insight Type: Trait.
Type: Trait.
Magic Weapons. The larva mage's weapon attacks
Talent Cost: 2 (Counts as 2 Talents). are magical.
190 Chapter 2. Mordenkainen's Tome of Foes

