Deep One Hybrid (5e Creature)

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Deep One Hybrid[edit]

Medium humanoid (deep one), neutral evil

Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft., swim 20 ft.

13 (+1) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 8 (-1)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Deep One
Challenge 1/2 (100 XP)

Amphibious. The deep one can breathe air and water.

Aquatic. While in water, the deep one has advantage on attack rolls against any creature that doesn't have an innate swimming speed.


Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Harpoon. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a Large or smaller creature, it must succeed on a Strength contest against the deep one or be pulled up to 20 feet toward the deep one.

Light Crossbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


In communities where deep ones mate with humanoids, deep one hybrids appear. Their appearance is slightly fish-like, with large eyes and mouths. Over time, such hybrids slowly transform into common deep ones over the course of their life and will join them eventually—a deep one hybrid ages at the same rate as a half-orc. A mere 1d12 months after a deep one hybrid reaches the venerable age of 60, it dies a painful, agonizing death, only to have its body transform into that of a mature deep one. Due to their heritage, the hybrids are natural swimmers. They tend to be shy, rude or downright hostile to visitors of their communities, fearing they might discover their secrets.
When searching for an enemy, deep one hybrids tend to shout "spread out!" and "search the area!"

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