STAR SPAWN
MANGLER~~~~~~~~-A mangler is a low
-slung, creeping horror with multiplegangly arms. A mang
ler most often has six arms, butone can have any number from four to
eight. Manglerscreep along the ground or the walls,
s ticking to shad-ows, hiding in s pots that seem too
s hallow or well-lit toconceal anything.
They appear smaller than their tru
esize, thank
s to their hunched posture and emaciatedframe. Culti
s ts summon these creature s to serve asguards and assassins, two roles
at which they excel.STAR SPAWN
MANGLERMedium aberration
, chaotic evilArmor Class 14Hit Points 71 (13d8 + 13)Speed 40 ft., climb 40 ft.STR8 (-1)DEX18 (+4)CON12 (+l)Saving Throws Dex +7, Con +4INT11 (+O)Skills Stea
lth +7 ' •Damage
Resistances coldDamage
Immunities psychicWIS12 (+l)Condition Immunities
charmed, frightened, proneSenses darkvision 60
ft., passive Perception 11Languages Deep
SpeechChallenge 5
(l,800 XP)i· f
. '
CHA7 (-2)............
..... ~
. ..
"'~J.t-,,... ~.
..
Ambush.
On the first round of each combat, the mangler
hasadvantage on attack rolls ag
ainst a creature that hasn't takena turn yet.Shadow Stealth. While in dim light
or darkness, the manglercan take the
Hide action as a bonus act ion.ACTIONSMultiattack.
The mangler makes two claw attacks.Claw. Melee Weapon
Attack: +7 to hit, reach 5 ft., one target.Hit: 8 (ld8 +
4) slashing damage. If the attack roll has advan·tage, the target also takes 7 (2d6)
psychic damage.Flurry of Claws (Recharge 4-6). The mangler
makes six claw at-tacks against one
target. Either before or after these attacks, itcan move up to its speed as a bonus
action without provokingopportunity
attacks.CHAPTER 6 I llESTIARY
STAR SPAWN SEER
Medium aberration, neutral evilArmor Class 17 (natural ar
mor)Hit Points l 53 (l 8d8 + 72)
, ~Speed 30 ft. • I•STR14 (+2)DEX12 (+l)CON18 (+4)INT22 (+6)WIS19 (+4)Saving
Throws Dex +6, Int + 11 , Wis +9, Cha +8Skills
Perception +9CHA16
(+3)Damage Resistances cold;
bludgeoning, piercing, and slashingfrom nonmagical
attacksDamage Immuni
ties psychicCondition Immunitie
s charmed, frightenedSenses
darkvision 60 ft., passive Pe rception 19Languages Common, Deep
Speech, UndercommonChallenge 13 (10, 000 XP)•••
.......
••Out-of-Phase Movement. The seer can move
through othercreatures and objects as if they were difficult
terrain. Each crea·ture it moves through
takes S (ldlO) psychic damage; no crea-ture can take this damage more than
once per turn. The seertakes 5 (ldlO) force damage if it ends
its turn inside an object.ACTIONSMultiattack. The seer makes
two comet staff attacks or usesPsychic
Orb twice.Comet Staff.
Melee Weapon Attack: + 11 to hit, reach S ft., onetarget. Hit: 9 (ld6 + 6) bludgeoning
damage, or 10 (ld8 + 6)bludgeoning damage if used with
two hands, plus 18 (4d8)psych
ic damage, and the target must succeed on a DC
19 Con-stitution saving throw or be
incapacitated until the end of itsnext turn.Psychic Orb. Ranged Spell Attack: + 11 to hit, range 120 feet,
one
target.
Hit: 27 (SdlO) psychic damage.Collapse Distance
(Recharge 6). The seer warps space around acreature it can see within 30 feet of it.
That creature must makea DC 19 Wisdom
saving throw. On a failed save, the target
,along with any equipment it is wearing
or carrying, is magicallyteleported up to 60 feet to an
unoccupied space the seer cansee,
and all other creatures within 10 feet of the target
's origi-nal space each takes 39
(6dl2) psychic damage. On a success-ful save, the target takes
19 (3dl 2) psychic damage.REACTIONSBend Space. When
the seer would be hit by an attack, it tele-ports, exchanging positions with another
s tar spawn it cansee within 60 feet ofit. The other star
spawn is hit by the at-tack instead
.