Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., Fly 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws WIS +4, CHA +7
Skills Arcana +4, History +4
Damage Resistances Cold, Lightning
Senses Darkvision 120 ft., Passive Perception 11
Languages any two languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Special Equipment. The warlock wears a ring of lightning resistance and wields a tentacle rod and a trident of fish command.

Amphibious. The warlock can breathe air and water.

Devil's Sight. Magical darkness doesn't impede the warlock's darkvision.

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: detect magic, false life, invisibility (self only), mage armor

1/day each: freedom of movement (self only), power word pain, soul cage, water breathing

Pact of the Chain. The warlock is accompanied by a kraken hatchling familiar.  When the warlock takes the Attack action, it can forgo one of its own attacks to allow its familiar to make one attack with its reaction.  The kraken hatchling has the same statistics as an octopus with the following changes:

  • It is a monstrosity instead of a beast.
  • It has resistance to nonmagical damage, immunity to lightning damage, and immunity to the frightened and paralyzed conditions.
  • It has truesight out to a range of 30 feet.
  • It knows the lightning lure and shocking grasp cantrips .  Constitution is its spellcasting ability for them (spell save DC 10, +2 to hit with spell attacks).
  • It is amphibious (it can breathe air or water).

Spellcasting. The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast, lightning lure, poison spray shape water, thorn whip

1st–5th level (3 5th-level slots): armor of Agathys, arms of Hadar, commune with nature, cone of cold, control water, create or destroy water, Evard's black tentaclesfind familiar (can cast as a ritual), gust of wind, lightning bolt, silence, sleet storm, thunderwave

Scion of the Deep.  The warlock can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed within 120 feet of it. The creature can understand the warlock and can respond telepathically.

Actions

Multiattack. The warlock makes three tentacle rod attacks.

Tentacle RodMelee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Trident of Fish Command.  Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Grasp of the Deep.  As a bonus action, the warlock summons a spectral tentacle at a point it can see within 60 feet of it. The tentacle lasts for 1 minute or until the warlock uses this feature to create another tentacle.  The tentacle functions as a spiritual weapon that has a reach of 10 feet, deals 2d8 cold or lightning damage (warlock's choice), and can be moved 30 feet.

The warlock can summon the tentacle a number of times equal to its Charisma modifier, and regains all expended uses when it finishes a long rest.

Devouring Maw. As an action, the warlock chooses a point it can see within 60 feet of it. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a DC 15 Strength saving throw or be restrained. Any creature that starts its turn in the maw’s area takes 10 (3d6) cold or lightning damage (warlock's choice).  A restrained creature can use its action to repeat the saving throw, ending the restraint on a success. At the start of the warlock's turn, if there is a creature in the maw’s area, the warlock gains 14 temporary hit points.

Unleash the Depths (1/Day).  As an action, the warlock chooses a point within 30 feet of it and chooses one of the following effects to issue from that point. 

Transport. The warlock and up to five willing creatures of its choice that it can see within 30 feet of the chosen point are grasped by spectral tentacles and yanked through through a watery portal. The tentacles teleport the warlock and the chosen creatures to a point of the warlock's choice within 100 miles that it has visited within the past 24 hours. The tentacles then vanish.

Fury. The warlock directs a barrage of spectral tentacles to issue forth and strike up to five creatures the warlock can see within 30 feet of the chosen point. Each target must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) cold or lightning damage (warlock's choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish.

Reactions

Guardian Grasp.  When the warlock or a creature it can see takes damage while within 10 feet of a tentacle summoned by its Grasp of the Deep, the warlock can use its reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After which, the tentacle vanishes.

 

Description

Warlocks of the Lurker in the Deep gain their powers through magical pacts forged with entities that lurk somewhere deep in the ocean or on the Elemental Plane of Water, such as a mighty kraken, an ancient primordial, or a monstrous being from creation’s earliest days. Some of these warlocks associate with cults devoted to these entities, as well as aquatic races that share their goals, yet other warlocks of the Lurker of the Deep are experts at rooting out the insanity and wickedness inspired by bizarre beings from beneath the waves.  These warlocks often keep kraken hatchlings as companions.

VARIANT: PISCINE ANATOMY

Many Warlocks of the Lurker in the Deep begin transforming into a deep scion or sea spawn as a result of their patron's mark upon them.  Such warlocks may experience changes in anatomy, granting them unique abilities.  A warlock with piscine anatomy may have one or more of the following attack options:

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning or slashing damage (warlock's choice), and the target is grappled (escape DC 13). Until this grapple ends, the warlock can’t use this claw on another target.

Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic Screech (Recharges after a Short or Long Rest). The warlock emits a terrible scream audible within 300 feet. Creatures within 30 feet of the warlock must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the warlock’s next turn. In water, the psychic screech also telepathically transmits the warlock’s memories of the last 24 hours to its patron, regardless of distance, so long as it and its patron are in the same body of water.

Shell Defense. The warlock withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the warlock is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the warlock can’t use this tentacle on another target.

Monster Tags: NPC

Habitat: ArcticCoastalUnderdarkUnderwaterUrban

Sam_Hain

Comments

Posts Quoted:
Reply
Clear All Quotes