Medium Humanoid, Any Alignment
Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 10 ft., swim 40 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
8 (-1)
WIS
13 (+1)
CHA
9 (-1)
Senses Darkvision 60 ft., Passive Perception 10
Languages Aquan, Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious. The Deep One can breathe air and water.

Actions

Multi-attack. The Deep One makes two attacks: one with its bite and one with its claws or trident.

Bite. Melee Weapon Attack: +6 to hit, reach 3 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Trident. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 11 (2d6 + 4) piercing damage. 

Spell Casting. The Deep One is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Deep One has following spells prepared:

Cantrips (at will):thaumaturgy

1st level (3 slots): bless, Dagon's Blessing

Description

The Deep Ones are an amphibious race that is very secretive. They have great cities deep beneath the sea, but can also live on land for extended periods of time. It is also said that Deep Ones may share a common ancestor with humans, allowing them to interbreed to create Deep Humans.

Habitat: CoastalUnderwater

TheDnDestroyer

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