Kassoon

This is homebrew, submitted by a member of the community.

Deep One

Deep One

Medium humanoid, chaotic evilMedium humanoid, chaotic evil
Armor Class 13 (natural armor)13 (natural armor)
[~<13]
+/-/*
Hit Points 91 (14d8 + 28)91 ([14d8 + 28])
[~1-6]
Speed 30 ft., swim 30 ft.30 ft., swim 30 ft.

STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
8 (-1)
CHA
12 (+1)

Token URL:
Saving Throws Str +5, Con +4, Cha +3 Str +5, Con +4, Cha +3
Skills - -
Damage Vulnerabilities fire
Damage Resistances cold
Damage Immunities
Condition Immunities
Senses darkvision 120 ft., passive Perception 9darkvision 120 ft., passive Perception 9
Languages Common, Void SpeechCommon, Void Speech
PB +2
Challenge 2 (450 XP)

[+instructions]

Amphibious. A deep one can breathe air or water with equal ease.
Frenzied Rage. On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage.
Lightless Depths. A deep one 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.

[b]Amphibious.[/b] A deep one can breathe air or water with equal ease.
[b]Frenzied Rage.[/b] On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage.
[b]Lightless Depths.[/b] A deep one is immune to the pressure effects of the deep ocean.
[b]Ocean Change.[/b] 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.

Actions

[~Hit +2, DC <13, DPR 0-1]

Claws. Melee Weapon Attack. +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) slashing damage.

[b]Claws.[/b] Melee Weapon Attack. +5 to hit, reach 5 ft.,
one target. Hit: 12 ([2d8 + 3]) slashing damage.

Legendary Actions

 

Details

With enormous eyes, a wide mouth, and almost no chin, the deep
ones are hideous, fishlike folk, often hunched and scaled when
encountered in coastal villages.
Elder Gods. In their fully grown form, the deep ones are an
ocean-dwelling race that worships elder gods such as Father
Dagon and Mother Hydra, and they dwell in deep water
darkness. They’ve intermarried with coastal humans to create
human-deep one hybrids.
Coastal Raiders. The deep ones keep to themselves in
isolated coastal villages and settlements in the ocean for long
periods, and then turn suddenly, at the command of their patron
gods, into strong, relentless raiders, seizing territory, slaves, and
wealth all along the coasts. Some deep ones have even founded
small kingdoms lasting generations in backwater reaches or
distant chilled seas.
Demand Sacrifices. They demand tolls from mariners
frequently; those who do not leave tribute to them at certain
islands or along certain straits find the fish escape their nets,
or the storms shatter their hulls and drown their sailors. Over
time, some seafaring nations have found it more profitable to
ally themselves with the deep ones; this is the first step in their
patient plans to dominate and rule.
With enormous eyes, a wide mouth, and almost no chin, the deep
ones are hideous, fishlike folk, often hunched and scaled when
encountered in coastal villages.
Elder Gods. In their fully grown form, the deep ones are an
ocean-dwelling race that worships elder gods such as Father
Dagon and Mother Hydra, and they dwell in deep water
darkness. They’ve intermarried with coastal humans to create
human-deep one hybrids.
Coastal Raiders. The deep ones keep to themselves in
isolated coastal villages and settlements in the ocean for long
periods, and then turn suddenly, at the command of their patron
gods, into strong, relentless raiders, seizing territory, slaves, and
wealth all along the coasts. Some deep ones have even founded
small kingdoms lasting generations in backwater reaches or
distant chilled seas.
Demand Sacrifices. They demand tolls from mariners
frequently; those who do not leave tribute to them at certain
islands or along certain straits find the fish escape their nets,
or the storms shatter their hulls and drown their sailors. Over
time, some seafaring nations have found it more profitable to
ally themselves with the deep ones; this is the first step in their
patient plans to dominate and rule.
 
Source Tome of Beasts, p.73
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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