Deep Speaker

Medium humanoid (any race), any alignment

Armor Class

12 (15 with mage armor)

Hit Points

58 (9d8 + 18)

Speed

30 ft.

STR

10 (+0)

DEX

14 (+2)

CON

15 (+2)

INT

12 (+1)

WIS

14 (+2)

CHA

16 (+3)

Senses

darkvision 120 ft., passive Perception 14

Saving Throws

Wis +5, Cha +6

Skills

Arcana +4, History +4, Perception +5, Religion +4

Languages

Any two languages, telepathy 30 ft.

Challenge

3 (700 XP)

Deep Knowledge. The speaker can read all writing.

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

  • Cantrips (at will): chill touch, eldritch blast, mage hand

  • 1st-3rd level (2 3rd-level slots): clairvoyance, detect thoughts, dissonant whispers, mage armor, phantasmal force, sending, Tasha’s hideous laughter

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions

Entropic Ward (1/Short Rest). When an enemy makes an attack roll against the speaker, it can use its reaction to impose disadvantage on that roll and the next attack roll the speaker makes against that creature is made with advantage.

medium
humanoid
cr3
nerzugals-extended-bestiary