Deep One

Huge aberration, neutral evil

Armor Class 17 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 20 (+5) 23 (+6) 24 (+7) 21 (+5)

Saving Throws Con +10, Wis +12, Cha +10
Skills Deception +10, Insight +12, Perception +12
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, poisoned, prone
Senses darkvision 90 ft., passive Perception 22
Languages all, telepathy 120 ft.
Challenge 14 (11,500 XP)

SPECIAL TRAITS

ACTIONS

  • Multiattack. The Deep One makes six tentacle attacks.
  • Tentacles. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
  • Long Distance Call. The Deep One can choose one creature it can see using its scrying spell. It then is able to cast suggestion on that creature. This link will remain intact up to 30 miles away.

ABOUT

Using magic to breathe underwater, adventurers swim through a dense kelp forest. Suddenly one of the leaders sees two enormous eyes appear from behind the green plants. A strange sensation travels quickly through the adventurer’s body.

Eye-Opening. The Deep One crossed through an underwater portal into the ordinary world. It has powerful magic and can affect other creatures miles away. This strange aberration schemes to take control by enthralling those in power.

Deep Magic. Even though it swims far from royal palaces and other seats of power, the Deep One uses magic to enter the minds of unsuspecting creatures. It will use its scrying and dream spells, as well as telepathy to influence others. At times, the monster will have its victims make an undersea journey to meet face-to-face.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

This is not the complete section 15 entry - see the full license for this page