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Tide Deacon

Medium aberration, lawful evil

AC
14
HP
105
Speed
30
CR
3

Something down in the drowned chapel is still ordaining, and the tide deacon is its latest laying-on of hands. Part acolyte, part angler, it tends its flock of frightened waders with a barnacled mace and a drowned blessing that steadies the blood. Kill the deacon first, the old hands say. The flock scatters without its litany.


Armor Class 14 (natural armor)

Hit Points 105 (14d8 + 42)

Speed 30 ft., swim 30 ft.


STR
14 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
16 (+3)
CHA
11 (+0)

Saving Throws Wis +5

Skills Religion +2, Perception +5

Senses darkvision 60 ft., passive Perception 15

Languages Common, Deep Speech

Challenge 3


Traits

Amphibious. The deacon can breathe air and water.

Blessing of the Drowned (1/Rest). As a bonus action, the deacon blesses up to three allies it can see within 30 feet for 1 minute. A blessed creature adds 1d4 to its attack rolls and saving throws.

Litany of the Deep. Allies within 10 feet of the deacon have advantage on saving throws against being frightened.

Actions

Drowned Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Tide Rebuke. One creature within 30 feet must succeed on a DC 13 Wisdom saving throw or take 9 (2d8) cold damage, or half as much damage on a success.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022