Archive for August 31st, 2018

The Deep Ones

Mighty Cthulhu sends its Deep Ones from the AD&D Deities & Demigods into 5E D&D to establish new cult centers. Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn!

The Deep Ones are humanoid, amphibious men-fish, cold-blooded creatures of great strength (18). … They live near the land on ocean shelves and are able to travel to the land at any time and for as long as they wish.

They have been known to interact with evil humans and interbreed with them. This results in human-appearing offspring who undergo a gradual transformation after the age of 21 that causes them to become as the Deep Ones who spawned them. Deep Ones are soulless and apparently immortal. (Deities & Demigods, page 45)

Deep One
Medium humanoid (Deep One), chaotic evil

Armor Class 17 (natural armor)
Hit Points 30 (4d8+12)
Speed 30 ft., swim 60 ft.
Ability Scores STR 18 (+4), DEX 14 (+2), CON 17 (+3), INT 12 (+1), WIS 12 (+1), CHA 11 (+0)

Senses darkvision 60 ft., passive Perception 11
Languages Common, Deep One
Challenge 3 (700 XP)

Amphibious. The Deep One can breathe air and water.

Regeneration. The Deep One regains 3 hit points at the start of its turn as long as it has more than 0 hit points. If the Deep One takes damage, this trait doesn’t function until the start of the Deep One’s next turn.

Soulless and Immortal.. The Deep One never suffers negative effects from aging. When subjected to an effect that causes necrotic or radiant damage, the Deep One takes only half damage, or no damage if a saving throw is permitted and successful. The Deep One cannot regain hit points from cure wounds or similar spells. A dead Deep One cannot be restored to life by means of raise dead or similar spells.

Actions

Multiattack. The Deep One attacks twice with its claws.

Claws. Melee Weapon Attack: +6 to hit, one target. Hit: 6 (1d4+4) slashing damage.

******

Deep One Warlock of the Great Old One
Medium humanoid (Deep One), chaotic evil

Armor Class 17 (natural armor)
Hit Points 75 (10d8+30)
Speed 30 ft., swim 60 ft.
Ability Scores STR 18 (+4), DEX 14 (+2), CON 17 (+3), INT 14 (+2), WIS 14 (+2), CHA 17 (+3)

Saving Throws WIS +5, CHA +6
Skills Arcana +5, Deception +6, History +5, Persuasion +6
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep One, telepathy 30 ft.
Challenge 5 (1,800 XP)

Amphibious. The Deep One warlock can breathe air and water.

Innate Spellcasting. The Deep One warlock’s innate spellcasting ability is Charisma (spell save DC 14). It can cast disguise self at will.

Regeneration. The Deep One regains 3 hit points at the start of its turn as long as it has more than 0 hit points. If the Deep One takes damage, this trait doesn’t function until the start of the Deep One’s next turn.

Soulless and Immortal.. The Deep One never suffers negative effects from aging. When subjected to an effect that causes necrotic or radiant damage, the Deep One takes only half damage, or no damage if a saving throw is permitted and successful. The Deep One cannot regain hit points from cure wounds or similar spells. A dead Deep One cannot be restored to life by means of raise dead or similar spells.

Spellcasting. The Deep One warlock is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast, friends, prestidigitation
1st-3rd level (2 3rd-level slots): arms of Hadar, detect thoughts, dissonant whispers, enthrall, hellish rebuke, major image, sending

Actions

Multiattack. The Deep One attacks twice with its claws or casts eldritch blasts to create two beams.

Claws. Melee Weapon Attack: +7 to hit, one target. Hit: 6 (1d4+4) slashing damage.

Eldritch Blast Beam. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 8 (1d10+3) force damage.

Reactions

Entropic Ward (Recharges after a Short or Long Rest). When a creature makes an attack roll against the Deep One warlock, it can use impose disadvantage on that roll. If the attack misses the Deep One warlock, its next attack against the creature has advantage if the Deep One warlock makes the attack before the end of its next turn.

August 31st, 2018  in RPG No Comments »