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2025-06-07 07:58:30 -05:00
# Deep One Priest
*Medium* *Humanoid* *Chaotic Evil*
- **Armor Class:** 14 (natural armor)
- **Hit Points:** 105 (14d8 + 42)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 4 (1,100 XP)
- **Source:** Tome of Beasts 2023, page 72
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 14 (+2) | 16 (+3) | 12 (+1) | 12 (+1) | 16 (+3) |
- **Saving Throws**: Con +5, Wis +3, Cha +5
- **Skills:** Athletics +6, Deception +5, Perception +3
- **Damage Vulnerabilities:** fire
- **Damage Immunities:** False
- **Damage Resistances:** cold
- **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):<br>At will: guidance, thaumaturgy<br>3/day each: command, sleep<br>1/day each: spirit guardians