Deep One Priest
Medium Humanoid, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 105 (14d8 + 42)
Speed walk +30
Challenge 4
Saving Throws cha +5, con +5, wis +3
Skills Athletics +6, Deception +5, Perception +3
Damage Vulnerabilities fire
Damage Resistances cold
Damage Immunities False
Condition Immunities False
Senses darkvision 120 ft., passive Perception 13
Languages Common, Void Speech
Special Abilities
Amphibious. The deep one priest can breathe air and water.
Frenzied Rage. If a deep one priest takes 10 or more damage from a single attack, it has advantage on melee attack rolls and gains a +4 bonus to melee damage rolls until the end of its next turn.
Voice of the Deeps. The deep one priest can spend 5 minutes giving a speech in a rolling, droning voice that fascinates listeners. At the end of the speech, each creature that heard it must succeed on a DC 13 Wisdom saving throw or forget the events of the past 10 minutes or keep no memory of the events of the next 5 minutes (the priest's choice). On a successful saving throw, a creature is immune to the priest's Voice of the Deeps for the next 24 hours.
Actions
Multiattack. The deep one priest makes one Claws attack and one Jolting Touch attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Jolting Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) lightning damage, and the target's speed is reduced by 10 until the end of its next turn.
Spellcasting. The deep one priest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: guidance, thaumaturgy 3/day each: command, sleep 1/day each: spirit guardians
Source: Tome of Beasts 2023 · OGL/Open