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 +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Deep One
Challenge 4 (1,100 XP)


Amphibious. The deep one can breathe both air and water.

Aquatic. When in water, the deep one has advantage on attack rolls against non-aquatic creatures.

Dagon's Blessing. The deep one has advantage on saving throws against spells and other magical effects.

Salterwater Aura. Other deep ones in a 60-foot radius around the priest of Dagon have advantage on saving throws against spells and other magical effects. This effect ends when the priest of Dagon is reduced to 0 hit points.

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 make a successful 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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