b'Deep One \n'b'  Huge   aberration ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  172 (15d12 + 75)  Speed  0 ft., swim 40 ft.\n'b' STATS STR: 21 (+5) DEX:  11 (+0)  CON:  20 (+5)  INT:  23 (+6)  WIS:  24 (+7)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   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., passive  Perception  22  Languages  all, telepathy 120 ft.  Challenge  14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The Deep One\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 20, +12 to spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  command ,  detect magic  \n'b'  3/day each :  detect thoughts ,  suggestion ,  zone of truth  \n'b'  1/day each :  conjure elemental  (water  elemental ),  control water ,  dream ,  scrying  \n'b'\n'b'  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\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b'  Water Breathing . The Deep One can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Deep One makes six tentacle attacks. \n'b'  Tentacles .  Melee Weapon Attack : +10 to hit, reach 15 ft., one target.  Hit : 18 (3d8 + 5) slashing damage. \n'b'  Long Distance Call . The Deep One can choose one creature it can see using its  scrying  spell. It then is able to cast  suggestion  on that creature. This link will remain intact up to 30 miles away. \n'b'\n'b' ABOUT \n'b' Using magic to breathe underwater, adventurers swim through a dense kelp forest. Suddenly one of the leaders sees two enormous eyes appear from behind the green plants. A strange sensation travels quickly through the adventurer\xe2\x80\x99s body. \n'b'  Eye-Opening . The Deep One crossed through an underwater portal into the ordinary world. It has powerful magic and can affect other creatures miles away. This strange aberration schemes to take control by enthralling those in power. \n'b'  Deep Magic . Even though it swims far from royal palaces and other seats of power, the Deep One uses magic to enter the minds of unsuspecting creatures. It will use its  scrying  and  dream  spells, as well as telepathy to influence others. At times, the monster will have its victims make an undersea journey to meet face-to-face.'