The Deep One

Huge aberration, neutral evil

Armor Class

17 (natural armor)

Hit Points

172 (15d12 + 75)

Speed

0 ft., swim 40 ft.

Saves

Con +10, Wis +12, Cha +10

Skills

Deception +10, Insight +12, Perception +12

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, poisoned, prone

Senses

darkvision 90 ft.

Languages

all, telepathy 120 ft.

Challenge

14

Innate Spellcasting

The Deep One's innate spellcasting ability is Wisdom (spell save DC 20, +12 to spell attacks). It can innately cast the following spells, requiring no material components: • At will: command, detect magic • 3/Day each: detect thoughts, suggestion, zone of truth • 1/Day each: conjure elemental (water elemental), control water, dream, scrying

Inscrutable

The Deep One is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the Deep One's intentions or sincerity have disadvantage.

Water Breathing

The Deep One can breathe only underwater.

Actions

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If a target is trapped in one of its bubbles, the coral eel makes its bite attack with advantage.

Bubble

The coral eel breathes out a magical bubble towards a Medium or smaller creature within 60 ft. The target must make a successful DC 15 Dexterity save or become restrained inside the bubble (escape DC 14). Inside the bubble, the target can breathe air. The bubble can be attacked (AC 8) from the outside. Any successful hit will destroy it and free the restrained creature.