Deep One Priest of Dagon (5e Creature)
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Deep One Priest of Dagon
Medium monstrosity (deep one), neutral evil
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.
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.
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.