Page 191 - Dragonix - DM Options, Monster Talents II
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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
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