Medium monstrosity, chaotic evil
- Armor Class
- 11
- Hit Points
- 67 (9d8 + 27)
- Speed
- 30 ft. (20 ft. and swim 40 ft. in hybrid form)
- Challenge
- 3 (700 XP)
- Saving Throws
- Cha +4, Wis +3
- Skills
- Insight +3, Stealth +3, Deception +6, Sleight of hand +3
- Senses
- darkvision 120 ft., passive Perception 11
- Languages
- Aquan, Common, thieves' cant
Traits
The deep scion can breathe air and water.
Actions
The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
Bonus Actions
The deep scion transforms into a hybrid form (humanoid-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.