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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Deep One Hybrid Priest/

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.

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