Wiki › Monsters & Creatures

Deep One Hybrid Priest 2014

CR 4 humanoid

Medium humanoid, chaotic evil


Armor Class
14 (natural armor)
Hit Points
120 (16d8+48)
Speed
30 ft., swim 30 ft.

STR18 (+4)
DEX14 (+2)
CON16 (+3)
INT12 (+1)
WIS12 (+1)
CHA15 (+2)

Saving Throws
Constitution +5, Wisdom +3, Charisma +4
Skills
Athletics +6, Deception +4, Perception +3
Vulnerabilities
fire
Resistances
cold
Senses
darkvision 120 ft., passive Perception 13
Languages
Common, Void Speech
Challenge
4 (1,100 XP) · Proficiency Bonus +2

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.

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details