Deep One Hybrid Priest

Medium humanoid, chaotic evil

Armor Class 14 (natural armor)

Hit Points 120 (16d8 + 48)

Speed 30 ft., swim 30 ft

18 (+4) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 15 (+2)

Saving Throws Con +5, Wis +3, Cha +4

Skills Athletics +6, Deception +4, Perception +3

Damage Vulnerabilities fire

Damage Resistances cold

Senses darkvision 120 ft., passive Perception 13

Languages Common, Void Speech

Challenge 4 (1,100 XP)

Amphibious. A deep one priest can breathe air or water with equal ease.

Frenzied Rage. On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage.

Innate Spellcasting. The deep one priest’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Sacred Flame, Shocking Grasp

3/day each: Inflict Wounds, Sanctuary, Sleep

1/day each: Ice Storm, Shatter

Lightless Depths. A deep one hybrid priest is immune to the pressure effects of the deep ocean.

Ocean Change. A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30.

Voice of the Deeps. A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they’ve seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase.


Claws. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.