Deep One Priest of Dagon (5e Creature)

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Deep One Priest of Dagon[edit]

Medium monstrosity (deep one), neutral evil


Armor Class 17 (natural armour)
Hit Points 39 (6d8 + 12)
Speed 30 ft., swim 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 14 (+2) 16 (+3) 14 (+2)

Skills Insight +5, Perception +5, Religion +4
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 15
Languages Common, Deep One
Challenge 4 (1,100 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.

Dagon's Blessing. While it isn't incapacitated, the deep one and other deep ones within 60 feet of it have advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The deep one makes two melee attacks: one with its claw and one with its quarterstaff.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used in two hands, plus 7 (2d6) necrotic damage.

Call of the Depth (Recharge 5-6). Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 7 (2d6) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or drop whatever it is holding and be frightened 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 provided the deep one is not in its line of sight.


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The priests of Dagon are deep ones who worship strange, dark gods. They are also political leaders and highly dangerous due to the powers their lords grant them.

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