Huge aberration, chaotic evil
Armor Class 18 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 20 ft., swim 20 ft.
Saving Throws Wis +7
Skills Perception +11, Stealth +5
Damage Immunities poison
Condition Immunities blinded, deafened, poisoned
Senses darkvision 60 ft., passive Perception 21
Languages Aquan, Common, Draconic, Giant, Undercommon
Challenge 10 (5,900 XP)
Amphibious. The deepspawn can breathe both air and water.
Innate Spellcasting. The deepspawn's innate spellcasting ability is Wisdom (save DC 17, +7 to hit with spell attacks). The deepspawn can innately cast the following spells, requiring no material components:
At will: detect thoughts
3/day: hold monster
Magic Resistance. The deepspawn has advantage on saving throws against spells and other magical effects.
Multiattack. The deepspawn makes one attack with its battleaxe and two attacks with its morningstars. It can replace any number of these attacks with bite attacks.
Battleaxe. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Morningstar. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) piercing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (2d6 + 1) piercing damage. If the target is a creature, it is grappled (escape DC 17). The deepspawn has three mouths, each of which may grapple one target. If the deepspawn takes 30 damage or more in a single turn while it is grappling a creature, it must succeed on a DC 17 Strength saving throw or release one of the creatures it is grappling (determined at random).
The deepspawn is a horror of the Underdark—a subterranean monstrosity that routinely spawns many other varieties of monsters. A single deepspawn can make a vast area dangerous even for alert, well-armed adventurers.
A deepspawn appears to be a rough, rubbery sphere about 15 feet in diameter, covered in dozens of retractable eyestalks, with six large, strong tentacles. Three of its tentacles are dextrous enough to wield weapons, while the other three end in large, toothy maws. It speaks through its tentacle-mouths, with eerie, high-pitched voices.
Deepspawn possess the remarkable ability to spawn clones of other creatures, meaning a deepspawn is rarely encountered alone. These clones are fanatically loyal to the deepspawn that produced them, and willingly fight to the death to defend their "parent."
A deepspawn can spawn any creature which it has previously physically consumed. Spawn possess statistics identical to the original, including learned abilities such as class levels, skills, and spells known, but retains only dim memories of its former life. Deepspawn can spawn only creatures which are Large or smaller, living, and have a challenge rating of 9 or lower, and typically produce spawn once every several days. Larger or more powerful deepspawn might be able to produce larger or more powerful spawn, or produce spawn more frequently.
Deepspawn are always on the search for intelligent prey, and are intelligent and patient opponents. They frequently dispatch their spawned minions to lure new victims to their lairs with promises of wealth and magic.