Deep One Hybrid Priest

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 full

Armor class
14
Hit points
120
Challenge
4
Creature type
Humanoid
Size
Medium
Alignment
chaotic evil

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

Cha
15
Con
16
Dex
14
Int
12
Str
18
Wis
12
Speed
Swim: 30; Walk: 30
Senses
darkvision 120 ft., passive Perception 13
Skills
Athletics: 6; Deception: 4; Perception: 3
Actions
  • Claws. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Languages
Common, Void Speech
Saving throws
Wisdom: 3; Charisma: 4; Constitution: 5
Special abilities
  • 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.
Damage resistances
cold
Damage vulnerabilities
fire

Source and licence

From Tome of Beasts.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.