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Deep One Hybrid Priest

Size
Medium
Type
Humanoid
Challenge Rating
4
Source
Tome of Beasts
Alignment
Chaotic-Evil
Armor Class
14
Speeds
30, swim 30
Walking Speed
30
Swimming Speed
30
Strength Score
18
Dexterity Score
14
Constitution Score
16
Intelligence Score
12
Wisdom Score
12
Charisma Score
15
Saving Throws
Constitution, Wisdom, Charisma
Skill Proficiencies
Athletics, Deception, Perception
Vision
Darkvision (120ft)
Languages Ref
Common, Void Speech
Hit Points
120
Resistances
Vulnerable to Fire Damage, Resistant to Cold Damage
Languages
Aethyrian Common

Medium humanoid, chaotic evil


Armor Class 14 (natural armor)

Hit Points 120 (16d8+48)

Speed 30 ft., swim 30 ft.


STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
15 (+2)

Saving Throws Con +5, Wis +3, Cha +4

Skills Athletics +6, Deception +4, Perception +3

Damage Vulnerabilities fire

Damage Resistances cold

Senses darkvision 120 ft., passive Perception 13

Languages Common, Void Speech

Challenge 4 (1,100 XP)

Amphibious. A deep one priest can breathe air or water with equal ease.

Frenzied Rage. On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage.

Innate Spellcasting. the deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

at will: sacred flame, shocking grasp

3/day each: inflict wounds, sanctuary, sleep

1/day each: ice storm, shatter

Lightless Depths. A deep one hybrid priest is immune to the pressure effects of the deep ocean.

Ocean Change. A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30.

Voice of the Deeps. A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase.

Actions

Claws. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Description

Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages.
Elder Gods. In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids.
Coastal Raiders. The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas.
Demand Sacrifices. They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.