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