Deep One Priest

Medium Humanoid, Chaotic Evil

Armor Class 14 (natural armor)

Hit Points 105 (14d8 + 42)

Speed walk +30

Challenge 4

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

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