Deep One Hybrid Priest

Family: 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.

Medium humanoid, chaotic evil

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

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 15 (+2)

Saving Throws Con +5, Wis +3, Cha +4
Skills Athletics +6, Deception +4, Perception +3
Damage Vulnerabilities fire
Damage Resistances cold
Senses darkvision 120 ft., passive Perception 13
Languages Common, Void Speech
Challenge 4 (1,100 XP)

Special Traits

  • 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.

About

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.

Section 15: Copyright Notice

Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.

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