Deep One Hybrid Priest
Deep One Hybrid Priest
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 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.