The Deepspawn
Some merfolk and tritons have sought the forbidden eldritch knowledge of the demon lord, Dagon in a quest for power, especially against the surface world. Those who seek the boundless knowledge of this unfathomable entity are granted with abyssal magic that transforms them into a demon known as a deepspawn.
Deepspawn Appearance
At first glance, deepspawn still retain many of the basic features of their triton or merfolk heritage. However, the abyssal magic that now flows within them has caused them to sprout a myriad of tentacles that protrude from their back or even completely replace their feet or tails. Their facial features have become somewhat warped to resemble that of their demonic patron assuming the visage of an angler fish or eel.
Deepspawn Goals
Although Dagon tends to be much more reclusive than other demon lords, his primary goal is to establish himself as a god of all the seas. Because of this, Dagon's influence is extended throughout the multiverse through minions such as krakens, aboleths, and kuo-toa. In addition to these entities, Dagon takes a particular interest in merfolk and tritons, and desire to convert their civilization to his cause by twisting their beliefs about the surface world. As a result, he grants those who seek his aid terrible power through the demonic transformation into a deepspawn. With their newfound power, deepspawn serve as agents of Dagon to claim dominion of the Material Plane as well as the Elemental Plane of Water. Their sole purpose is to destroy the civilizations of the surface world by consuming the world in a cataclysmic deluge that will transform the realm into one similar to the Shadowsea within the Abyss.
Deepspawn Abilities
Deepspawn are at their strongest while underwater as their demonic form is designed to endure the harshest of aquatic environments, such as the Shadowsea or the Elemental Plane of Water. Despite their rather large and mutated forms, deepspawn are incredibly nimble swimmers that are able to dart between multiple opponents with ease. Their primary weapons are tridents crafted out of demonic shells and tendrils and is extremely effective for underwater combat.
In addition to their martial prowess, deepspawn have access to a number of demonic spells that allows them to harness the power of the Shadowsea. The abyssal waters that power these spells have the ability to pollute the surrounding sea with a suffocating poison and Stygian darkness. Additionally, Dagon has also granted the deepspawn absolute dominion over the ocean granting them the ability to command aquatic wildlife at will to destroy their foes.
Battle Tactics
Since the deepspawn will rarely attack the surface unless it clearly outmatches its opponents or has a thrall of minions at its disposal., it is most likely that one will battle a deepspawn while underwater, as that is where it has the advantage. In combat, the deepspawn will make full use of its superior swimming speed by engaging in hit and run tactics, while grappling weaker opponents with its tentacles to drag them away from their allies. Thanks to their demonic eyesight, the deepspawn will typically resort to use its Ink Cloud to incapacitate as many enemies as possible while picking off creatures with its trident from within the shroud of ink.
Despite its spellcasting ability, the deepspawn uses its magic sparingly, primarily to support its allies with spells like Control Water or Fog Cloud that limit the mobility or visibility of their opponent. If the deepspawn begins to lose its advantage, it will use its ability to summon aquatic beasts, such as sharks or octopi to come to its aid.
Deepspawn
Large fiend (demon), chaotic evil
- Armor Class 16(Natural Armor)
- Hit Points 114(12d10+48)
- Speed 30ft., swim 60ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 18 (+4) 13 (+1) 14 (+2) 19 (+4)
- Saving Throws Dex+6, Con +7
- Skills Stealth +5, Perception +5
- Damage Resistances Fire, Lightning, Psychic
- Immunities Acid, Cold, Poison
- Senses darkvision 120ft., passive Perception 15
- Languages Common, Abyssal, Deep Speech, Aquan
- Proficiency Bonus +3
- Challenge 8(3900 xp)
Amphibious The deepspawn can breathe in air and in water.
Aquatic Mastery While underwater the deepspawn has advantage on Strength, Dexterity, and Constitution saving throws.
Magic Resistance The deepspawn has advantage on saving throws against spells and magical effects.
Nimble Swimmer The deepspawn can swim outside a creatures reach without provoking attacks of opportunity.
Powerful Swimmer The deepspawn can swim through difficult terrain caused by strong tides without needing to make an ability check or expend additional movement.
Reactive The deepspawn can regain its reaction at the end of each of its turns.
Sight of the Deep The deepspawn's vision is not obscured by magical darkness, fog, or similar effects (this included the deepspawn's Ink Cloud ability)
*Slimy Skin The deepspawn has advantage on ability checks and saving throws against being grappled or restrained.
Underwater Combatant While underwater, the deepspawn has advantage on attack rolls against creatures that do not have a swimming speed.
Innate Spellcasting
The deepspawn’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components.
At Will Darkness, Fog Cloud
3/day each Control Water, Stinking Cloud, Tidal Wave
1/day each Hunger of Hadar, Maelstrom
Actions
Multiattack. The deepspawn can make two attacks with its Deep Trident.
Deep Trident Melee Weapon Attack: +7 to hit, 10ft., one target. Hit: 13(3d6+3) piercing damage + 5(2d4) acid damage. While underwater, this attack can deal an additional 13(3d6+3) piercing damage + 10(4d4) acid damage instead.
Ink Cloud(Recharge 5-6) While underwater, creatures in a 30ft. radius centered around the deepspawn. The affected area is considered by be heavily obscured for 1 minute unless dispersed by a significant current. Creatures that first enters the area for the first time of a turn or starts its turn there must succeed a DC 15 Constitution saving throw. On a failed saving throw, it takes 11(3d6) cold damage + 11(3d6) poison damage and is poisoned for one minute. Creatures poisoned in this manner begin to suffocate and spends its action retching and reeling. Creatures poisoned in this manner can repeat its saving throw at the end of each of its turns, ending the effect on a success.
Command of the Seas(1/day) The deepspawn can summon 3(1d6) can summon beasts with a natural swimming speed and a CR of 3 or lower. These beasts appear in an unoccupied space within 30ft. of the deepspawn as act on initiative count 20 (losing all ties). These beasts are considered to be allies of the deepspawn.
Bonus Actions
Command the Seas The deepspawn can command an allied beast called by its Command the Seas ability to move up to half its movement speed and make a weapon attack against a creature within range.
Grasping Tentacle Melee Weapon Attack: +7 to hit, 10ft., one target. Hit: 8(1d8+4) bludgeoning damage +5(2d4) acid damage. and a Medium or smaller target is grappled (escape DC 15).
Jet Dive While underwater, the deepspawn can use its bonus action to Dash
Reactions
Lash When a creature hits the deepspawn with a melee attack while within 5ft. of it, the deepspawn can make a Grasping Tentacle attack against that creature as a reaction.