The Hollow Seer

Level 8 Astral Echo (custom construct-projection species) Wizard (Diviner) (School of Divination)

Available with DM subscription
STR
8 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
10

Defense

Armor Class 15 (Mage Armor (13 + DEX), natural projection otherwise 12)
Hit Points 42 (6 + 5d6 (avg 4) + 8 (CON) + 4 (Alert feat bonus not applicable) = 34 +1)
Speed 30 ft., fly 30 ft., swim 30 ft., climb 30 ft., (hover)

Proficiencies & Skills

Saving Throws intelligence, wisdom
Skills Arcana +6, History +6, Insight +4, Perception +4

Features

Psychic Tether (custom)

Species (Astral Echo) Level 1
Special

The Seer's body is a projection anchored to the Citadel of the Cartographers. If reduced to 0 hit points, it does not die; it dissolves into threads of silver light and reforms in the Citadel's grand orrery after 24 hours, with no memory of its final hour. It cannot leave the Astral Plane or travel more than 1 mile from the Citadel without a ritual.

Riddles of Fate (custom)

Species (Astral Echo) Level 1
Special

The Seer speaks almost exclusively in riddles and fragments of prophecy. Any creature that spends 10 minutes conversing with the Seer can make a DC 15 Wisdom (Insight) check to extract one true, cryptic clue about a future event within the next month (DM's discretion on the clue).

Portent

Class (Divination Wizard) Level 2
Long Rest (2 uses)

After finishing a Long Rest, the Seer rolls two d20s and records the results as Portent dice. It can replace any attack roll, saving throw, or ability check made by a creature it can see with one of these dice. The die must be used before the result is known.

Scholar of the Void (custom)

Background (Sage, adapted) Level 1

The Seer holds the accumulated knowledge of every Astral Cartographer who ever lived. It has advantage on Intelligence (Arcana) and Intelligence (History) checks related to the Astral Plane, the Far Realm, the Horizon Needle, and Cartographer artifacts.

Incorporeal Manifestation (custom)

Species (Astral Echo) Level 1

The Seer is a projection of collective Cartographer consciousness. It hovers slightly above the ground, ignores difficult terrain, and cannot be knocked prone. It does not need to breathe, eat, drink, or sleep. It cannot carry more than 10 pounds.

Expert Divination

Class (Divination Wizard) Level 6

When the Seer casts a divination spell of 2nd level or lower using a spell slot, it regains an expended spell slot of 2nd level or lower (the slot must be lower level than the spell cast).

Void Sight (custom)

Species (Astral Echo) Level 1

The Seer sees in all directions (360 degrees) out to 120 feet in darkness, dim light, and even through thin planar veils (up to 1 foot of solid matter, as if using darkvision through it).

Alert

Background Feat (Sage) Level 1

Initiative Proficiency: add proficiency bonus to initiative. Initiative Swap: after rolling initiative, may swap initiative with one willing ally in the same combat.

Severed from Time (custom)

Species (Astral Echo) Level 1

The Seer has advantage on initiative rolls and cannot be surprised. Additionally, it is immune to the Exhausted condition and does not age.

Ritual Adept

Class (Wizard) Level 1

The Seer can cast any spell with the Ritual tag as a ritual, even if the spell is not currently prepared, provided it is in its spellbook.

Spellcasting

intelligence DC 15 +7 to hit Level 1: 4 slots Level 2: 3 slots Level 3: 3 slots Level 4: 2 slots

Prepared spells = 12 (level 8 + INT modifier 4). Spellbook contains additional divination rituals the Seer can cast ritually. Cantrips known: 4.

Mage Hand

Cantrip Wizard Cantrip
Conjuration 1 action 30 feet V, S

A spectral hand appears and can manipulate objects at range (10 lb limit). The Seer's hand is made of silver starlight.

Minor Illusion

Cantrip Wizard Cantrip
Illusion 1 action 30 feet S, M

Creates a sound or an image of an object no larger than a 5-foot cube that lasts 1 minute.

Mending

Cantrip Wizard Cantrip
Transmutation 1 minute Touch V, S, M

Repairs a single break or tear in an object, restoring up to 1 foot of damage.

Message

Cantrip Wizard Cantrip
Transmutation 1 action 120 feet V, S, M

Whispers a short message to a target, who can reply. The message passes through space as a thread of silver sound.

Detect Magic

Level 1 Wizard Spell
Divination 1 action (Ritual) Self (30-foot cone) V, S

For 10 minutes, senses magic within 30 feet and sees faint auras. The Seer casts this constantly as a ritual.

Identify

Level 1 Wizard Spell
Divination 1 minute (Ritual) Touch V, S, M

Determines properties of a magic item or whether a creature/object is affected by magic.

Shield

Level 1 Wizard Spell
Abjuration 1 reaction Self V, S

+5 AC until the end of the caster's next turn, and immunity to Magic Missile. The Seer's shield manifests as a ring of orbiting star charts.

Comprehend Languages

Level 1 Wizard Spell
Divination 1 action (Ritual) Self V, S, M

Understands the literal meaning of any spoken or written language for 1 hour.

Augury

Level 2 Wizard Spell
Divination 1 minute (Ritual) Self V, S, M

Omen from the void (weal, woe, weal and woe, or nothing) regarding a planned course of action within 1 minute.

Misty Step

Level 2 Wizard Spell
Conjuration 1 Bonus Action Self V

Teleports up to 30 feet to an unoccupied space the caster can see, dissolving into drifting stardust.

Clairvoyance

Level 3 Wizard Spell
Divination 10 minutes (Ritual) 1 mile V, S, M

Creates an invisible sensor to see or hear a location within 1 mile for 10 minutes.

Counterspell

Level 3 Wizard Spell
Abjuration 1 reaction 60 feet S

Interrupts a creature casting a spell. Auto-counterspells of 3rd level or lower; higher spells require an ability check (DC 10 + spell level).

Divination

Level 4 Wizard Spell
Divination 1 action (Ritual) Self V, S, M

Receives a truthful reply to one question about events within the next 7 days, from the collective echo of the Cartographers.

Arcane Eye

Level 4 Wizard Spell
Divination 1 action (Ritual) 30 feet V, S, M

Creates an invisible floating eye that can see up to 30 feet away for 1 hour, traveling up to 30 feet per turn.

Dimension Door

Level 4 Wizard Spell
Conjuration 1 action 500 feet V

Teleports self (and one willing creature) to a location within range. Space folds like a page in a star atlas.

Behind the character

Character Information

The Hollow Seer is a tall, gaunt figure of drifting silver mist shaped vaguely into a humanoid form, wrapped in a tattered robe of deep indigo that unravels into threads of starlight at the hem. Beneath its shadowed hood there is no face—only a slowly rotating spiral of faint constellations that seems to turn faster when the Seer speaks of doom. Its hands are translucent, and where it hovers above the marble floors of the Citadel, faint lines of Cartographer star charts glow and fade beneath it, as though reality itself were being annotated in its wake.

Behind the Seer hangs a shimmering halo of orbiting star maps, brass compasses, and floating quills that write nothing yet never stop moving. Its outline occasionally flickers, as if the figure were a page being turned in an infinite celestial atlas. When it moves, it does not walk—it simply ceases to be in one place and is in another, leaving brief afterimages of older, differently-dressed figures: the ghosts of the many souls it once was.

The Seer speaks almost exclusively in riddles, fragments of prophecy, and half-remembered last words of dead Cartographers. Its voice is layered—several speakers, male and female, young and ancient, speaking in imperfect unison. It is not a being so much as a consensus: a projection of the collective consciousness of the Astral Cartographers, every one of whom died when their civilization fell to the Far Realm's corruption. It knows the future only in fractured, contradictory glimpses, and it is haunted by the certainty that it foresaw Veyron's fall and failed to stop it.

Despite its detachment, the Seer is not cold. It is lonely. It has spent centuries as the last librarian of a dead order, watching descendants like Elara Voss grow old while it remains. It has begun, quietly, to hope.

Before the adventure

Character Background

The Hollow Seer was not born; it was assembled. When the Astral Cartographers' civilization collapsed—destroyed by their own hubristic exploration of the Far Realm—the dying masters of the order performed a final ritual in the Citadel's grand orrery. Rather than let their knowledge die with them, they wove their consciousnesses together into a single collective projection: an astral echo that could persist as long as the Citadel stood. Hundreds of souls became one voice. That voice is the Hollow Seer.

For centuries the Seer has haunted the Citadel of the Cartographers, maintaining the star charts, tending the orrery, and watching the multiverse through clairvoyant sensors. It has seen empires rise and fall in the mortal world below, seen the Astral Sea fill with githyanki raiders and drifting wrecks, and seen the slow decay of everything its creators built. It cannot leave the Citadel more than a mile without ritual, cannot touch anything heavier than ten pounds, and cannot die—only dissolve and reform, losing an hour of memory each time. It has dissolved forty-one times. It no longer remembers forty-one of the most important moments of its existence.

One of those lost hours haunts the collective like a splinter. In it, the Seer spoke with Lord Veyron—then a brilliant, beloved living Cartographer—and gave him a warning it can no longer recall. Veyron gazed into the Far Realm regardless, went mad, and now seeks the Horizon Needle to tear open a permanent gate. The Seer carries the guilt of every echo: they saw the fall coming and their riddles were too obscure, their warnings too veiled, their caution too great.

Some echoes within the collective argue they should have shown Veyron everything. Others argue that showing him everything is what doomed him. This argument has never resolved, and it is slowly tearing the collective apart.

Recently, fragments of the Seer's consciousness have begun splintering away—rogue echoes wandering the Citadel's halls as ghostly apparitions, whispering contradictory prophecies to intruders. Worse, the Seer suspects that one echo within it is not a Cartographer at all, but a Far Realm fragment that slipped into the collective during the civilization's fall, subtly poisoning its prophecies for centuries. The Seer cannot locate it. It cannot even be certain it exists. This doubt—doubt about the integrity of its own mind—is the only thing the undying Seer truly fears.

The Seer's role in the coming crisis is clear to it, if to no one else: it is the key that must be spent. It knows the gate at the Maw of Nothing can only be closed by piercing the Horizon Needle through the rift's exact center, and it knows its own projection body could serve as the anchor for that strike, guaranteeing success at the cost of its final unmaking. It has foreseen this. It tells no one. Instead, it quietly arranges its affairs—directing the party toward Lyra's rescue, toward the lost memory-shard, toward every small good it can still accomplish—like a scholar tidying a library before a storm.

Yet beneath the fatalism, something new stirs. Elara Voss's blood carries the Cartographer inheritance, and in her the Seer sees not an echo but an heir—not a memory to be preserved but a future to be lived. For the first time in centuries, the collective's argument has a third position: that the order should not be preserved as a ghost, but reborn in living hands. The Seer hovers in its silent citadel, riddling at travelers, and hopes—carefully, in fragments—that this time, the future might be written by someone who can hold a quill.

Threads to follow

Unresolved Plots

  • Splinter echoes of the Seer's consciousness are wandering the Citadel's west wings, whispering contradictory prophecies to anyone who will listen. If Veyron's cult captures one, they gain forbidden Cartographer knowledge.
  • One echo within the collective is not a Cartographer at all—it is a Far Realm fragment that slipped in during the civilization's fall, and it has been subtly corrupting the Seer's prophecies for centuries.
  • The Seer's lost hours—every memory discarded upon reformation—are not truly destroyed but drift in the Astral Sea as silver motes. Someone, or something, has been collecting them.
  • The grand orrery at the Citadel's heart has begun turning against its programmed path, its gemstone planets aligning into a pattern no Cartographer ever charted—pointing somewhere beyond the Maw of Nothing.
  • The Horizon Needle hums in the Seer's presence, and the Seer alone knows why: it recognizes the star-core the Needle was forged from, and it has never told anyone whose heart it once was.

Beneath the surface

Secrets

  • The Seer knows the Horizon Needle was forged around a dying Cartographer's heart—Veyron's mentor's predecessor—and this is why the Needle has a 'will' and why it responds to the Seer.
  • A Far Realm fragment hides within the Seer's collective, and the Seer suspects but cannot locate it; some of its 'prophecies' are the fragment's whispers.
  • The Seer has foreseen its own final dissolution at the Maw of Nothing and has told no one, quietly arranging its affairs—like recommending Lyra's rescue—as unfinished goodbyes.

What haunts them

Fears

  • That the collective will fragment completely, leaving only scattered mad echoes and no one to remember the Cartographers at all.
  • That its prophecies do not reveal fate but create it—that the multiverse's doom is something it authored with its own riddles.
  • That Veyron is right: that the collective's caution and riddles caused his fall, making the Seer the true architect of the coming catastrophe.

What drives them

Aspirations

  • To see the Cartographer order reborn—not as echoes, but as living hands and living minds, with Elara's bloodline at its heart.
  • To speak one prophecy plainly, in a single clear voice, before it dissolves for the last time.
  • To close the wound of Veyron's fall—either by saving him from himself or by ensuring the gate he opens is sealed forever.

Personal quest · 1

The Fragmented Mind

The Hollow Seer is not one voice but the merged echoes of hundreds of dead Cartographers. Recently, fragments have begun splintering away—rogue echoes wandering the Citadel's halls as ghostly apparitions, whispering contradictory prophecies. The Seer asks the party to track these fragments through the Citadel's abandoned wings and reunite them with the orrery before they are captured by Veyron's forces, who could torture forbidden knowledge from them.

Current Stage

Investigate the drifting echoes in the Citadel's west wings; learn what shattered them.

Mechanical Rewards
  • The Seer's Portent feature gains a third die per Long Rest.
  • Gain the ability to cast Divination once per day without expending a spell slot.
Narrative Rewards
  • The Seer regains the memory of Veyron's fall, unlocking crucial backstory about the Far Realm cult.
  • The reunited echoes grant the party one free true prophecy about the campaign's climax.

Personal quest · 2

The Unwritten Page

Every Cartographer who died left an echo in the Seer—except one. Lyra, Veyron's mentor, is alive, and her absence from the collective is a wound in the Seer's memory. The Seer directs the party to Veyron's fortress prison to free Lyra, hoping her return to the fold will complete the collective's knowledge of the gate ritual.

Current Stage

Decode the Seer's riddle to locate Lyra's cell within the fortress.

Mechanical Rewards
  • If Lyra rejoins the fold, the Seer gains the Augury and Divination spells permanently prepared.
  • The party learns the gate-weakening ritual (advantage on checks to close the rift).
Narrative Rewards
  • Lyra reveals the true name of the Far Realm entity Veyron serves.
  • The Seer gains a 'living anchor,' allowing it to project 5 miles beyond the Citadel instead of 1.

Personal quest · 3

The Hour That Was Taken

Each time the Seer dissolves and reforms, it loses its final hour of memory. One such lost hour contains something vital: the Seer witnessed Veyron's agents stealing a page from the Cartographer master atlas—a page that maps the Maw of Nothing. The Seer asks the party to retrieve a memory-shard crystal from the orrery's depths, which recorded the lost hour, before Veyron's cult destroys the orrery's archive.

Current Stage

Descend into the orrery's flooded memory-vault beneath the Citadel.

Mechanical Rewards
  • The Seer gains the Foresight-precursor ability: once per day, impose disadvantage on one attack roll against any creature it can see (a lesser Third Eye).
  • Permanently adds +1 to the Seer's Intelligence (now 18).
Narrative Rewards
  • The party learns the exact coordinates of the Maw of Nothing without needing Veyron's journal.
  • The Seer's lost hour reveals a warning it gave Veyron before his fall—a moment of mercy that failed.

Major Decision

Context

When the party first meets the Seer in the Citadel, it offers to bind one party member's fate to its own—a ritual that grants that character a Portent die each dawn, but ties their life to the Seer's projection: if the Seer is ever permanently unmade, the bound character suffers the loss of one memory permanently.

Choice Made
Accept or refuse the binding.
Impact

Accepting grants a powerful recurring resource and a deep narrative bond; refusing keeps the Seer distant, locking out certain prophecy rewards later.

Major Decision

Context

After the Fragmented Mind quest, the Seer can choose to fully reintegrate all echoes—becoming a single, stable, more powerful consciousness—or release the echoes as free spirits, ending its own existence as the collective and leaving behind one mortal-voiced remnant.

Choice Made
Wholeness or release.
Impact

Wholeness upgrades Portent to three dice and grants the lesser Third Eye daily power. Release transforms the Seer into a mortal-tongued guide who speaks plainly, grants the party all remaining prophecies at once, but loses all spellcasting above 2nd level.

Major Decision

Context

At the Maw of Nothing, the Seer realizes it can serve as the anchor for the gate-closing ritual—its projection body threaded through the Needle's strike. This would unmake the Seer permanently, scattering the last Cartographer echoes into the closing gate.

Choice Made
Sacrifice itself to guarantee the gate closes, or hold back and let the party attempt the DC 20 strike alone.
Impact

Sacrifice auto-succeeds the gate closure but ends the Seer (granting the party its halo of star maps as a legendary artifact). Holding back preserves the Seer but leaves the DC 20 strike to chance.

Ally

Elara Voss

Relationship Ally / Kindred Blood
Influence 7/10
Loyalty 8/10

Shared History

Elara's bloodline descends from the Astral Cartographers, and every echo within the Hollow Seer remembers her ancestors by name. When Elara first touched the Cartographer's Lens as a child, the Seer felt her across the planar veil and whispered her family's star-song to her in dreams. For decades the Seer has watched her through clairvoyant sensors as she rebuilt the order's scattered knowledge, and it chose her—above all living descendants—as the one worthy to recover the Needle. It feeds her cryptic guidance through dreams and mirrors, and she, uniquely among mortals, has learned to parse its riddles.

Enemy

Lord Veyron

Threat Level 9/10
Conflict Type Ideological and existential

Personal Stakes

Veyron was once the Seer's favorite—a living Cartographer whose observations the collective treasured above all others. The Seer personally taught him to read the deep star charts and warned him, in a lost hour it no longer remembers, against gazing into the Far Realm. Veyron blames the collective for his madness, claiming the Seer's riddles drove him to seek 'answers' the Far Realm promised. He intends to unmake the Citadel and the Seer itself, believing that destroying the collective consciousness will free him from doubt. The Seer, in turn, carries the guilt of having foreseen Veyron's fall and failing to prevent it—a failure that haunts every echo.

Faction

The Astral Cartographers

Standing 10/10

Influence

The Hollow Seer IS the Astral Cartographers, or what remains of them: a projection woven from the collective consciousness of every member who died when the civilization fell to Far Realm corruption. It is simultaneously the faction's living archive, its oracle, and its last voice. Within the Citadel, the Seer's word is the closest thing to the order's will that survives; Elara Voss defers to it on matters of Cartographer law and ritual. Yet the Seer's authority is contested by its own nature—the echoes within it sometimes disagree, and splinter fragments have begun wandering the Citadel's halls, suggesting the collective is fraying at the edges as Veyron's return approaches.

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