Seer (5e Creature)

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Small celestial, neutral good

Armor Class 14
Hit Points 45 (10d6 + 10)
Speed 0 ft., fly 80 ft. (hover)

2 (-4) 18 (+4) 13 (+1) 17 (+3) 18 (+4) 15 (+2)

Saving Throws Dex +6, Wis +6
Skills Insight +6, Investigation +5, Perception +6, Stealth +6
Proficiency Bonus +2
Damage Vulnerabilities acid, fire, radiant
Damage Resistances poison, psychic
Condition Immunities blinded, charmed, exhaustion, petrified, poisoned, prone
Senses truesight 120 ft., passive Perception 16
Languages Celestial, telepathy 120 ft.
Challenge 0 (0 XP)

Flyby. The seer doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Magic Resistance. The seer has advantage on saving throws against spells and other magical effects.

Painful Touch. The seer takes 3 (1d6) damage every time it touches a liquid or solid surface.

Sunlight Sensitivity. While in sunlight, the seer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Spellcasting. The seer is a 5th-spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks), and it doesn’t need verbal, somatic or material components for any spells. Any spells with touch range instead have a range of 5 feet and can only target one creature. The seer has the following spells:

Cantrips (at will): dancing lights, guidance, minor illusion, resistance, thaumaturgy
1st level (4 slots): detect evil and good, detect magic, silent image
2nd level (3 slots): detect thoughts, invisibility
3rd level (2 slots): blink

Seers are floating eyes about the size of a small goblin. Seers do not attack, but their fast flying speed keeps them safe from most other enemies. They are not omnipotent, but they are aware of many things around them. Seers normally try their best to make ties with other creatures, commonly found working with parties of adventurers to organized crime groups.

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