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Deep One

This lumbering creature’s gray-green hide glistens with moisture, and saliva
dribbles from its fishlike maw.

Deep One CR 1

XP 400
CE Medium monstrous humanoid (aquatic, deep one)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +7

DEFENSE

AC 12, touch 9, flat-footed 12 (–1 Dex, +3 natural)


hp 17 (2d10+6)
Fort +5, Ref +2, Will +5
Defensive Abilities deep dweller, immortal; Resist cold 5

OFFENSE

Speed 20 ft., swim 40 ft.


Melee 2 claws +5 (1d4+3)

STATISTICS

Str 17, Dex 9, Con 16, Int 12, Wis 15, Cha 10
Base Atk +2; CMB +5; CMD 14
Feats Great Fortitude
Skills Intimidate +5, Knowledge (religion) +6, Perception +7, Stealth +4 (+8
underwater), Survival +7, Swim +16; Racial Modifiers +4 Stealth underwater
Languages Aklo, Common
SQ amphibious, devoted, item use

SPECIAL ABILITIES
Deep Dweller (Ex)

Deep ones are immune to damage from water pressure; their bodies are capable of
instantly adjusting to different water depths or even the surface with ease.
Devoted (Ex)

Deep ones are fanatically religious, be it to the worship of a Great Old One, an
elder deep one, or some other divinity. A deep one gains one bonus skill rank per
Hit Die that must be placed in Knowledge (religion), and this skill is a class
skill for all deep ones.
Immortal (Ex)

A deep one does not age. Barring death from violence, disease, or misadventure, a
deep one can live forever. Deep ones are immune to effects that cause magical
aging.
Item Use (Su)

A deep one can activate spell-trigger items like staves and wands as if it were a
spellcaster of the appropriate class.

ECOLOGY

Environment any water


Organization solitary, gang (2–5), cult (6–12), or shoal (13+)
Treasure standard (wand of protection from good [5 charges], other treasure)
Deep ones are as at ease dwelling in the most remote of ocean trenches as they are
in the shallows that hug secluded shorelines, although their favorite haunts
combine the two. The largest deep one cities are located at places not far off
shore, but nestled in vast submerged canyons unusually close to those coastlines.
This proximity allows deep ones to pursue one of their favorite goals—commingling
with and corrupting surface-dwelling humanoids. Unlike skum, a similar aquatic race
that reproduces with surface dwellers, deep ones do so not out of a biological need
but as a way to spread their blasphemous religion above the ocean waves. The hybrid
children of deep ones and humans form a race of their own. These offspring
typically live near others of their kind, assuming positions of leadership in their
small towns.

Deep ones usually worship the alien entities known as the Outer Gods or the Great
Old Ones, with Cthulhu the foremost among them. Deep one settlements that contain a
deep one elder instead typically venerate that powerful deep one, who in turn
serves one of the eldritch gods. Many deep ones gain levels as clerics, inciting
religious fervor in their kinfolk and promoting their chosen deities as the
greatest among the Outer Gods. Those few who instead choose to take up a less
focused devotional path, such as that of an oracle, still venerate the Old Ones as
a whole.

Deep ones prefer to fight with their claws. If they do resort to manufactured
weapons, they prefer piercing ones, as these function best underwater. They can
also use wands and staves; deep ones who pursue the study of more powerful magic
often learn to create magic items for their weaker kinfolk to wield.

A deep one typically stands about 7 feet tall, but its hunched gait and lumbering
stance can make it appear shorter when it shambles ashore. An average deep one
weighs 300 pounds.

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