Deep One

Deep One (CR 2)

XP 600
CE Medium humanoid (aquatic, deep one)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9

Defense

AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural)
hp 22 (3d8+9)
Fort +6, Ref +0, Will +6
Immune pressure damage; Resist cold 5

Offense

Speed 20 ft., swim 40 ft.
Melee 2 claws +5 (1d4+3)

Statistics

Str 17, Dex 9, Con 16, Int 14, Wis 17, Cha 12
Base Atk +2; CMB +5; CMD 14
Feats Great Fortitude, Improved Initiative
Skills Knowledge (religion) +8, Perception +9, Stealth +5 (+9 underwater), Swim +17, Use Magic Device +7; Racial Modifiers +4 Stealth underwater
Languages Common, Deep One
SQ amphibious, deep one traits, fecund nature, item use

Ecology

Environment any water
Organization solitary, gang (2–5), cult (6–12), or shoal (13 or more)
Treasure standard

Special Abilities

Deep One Traits (Ex) All creatures with the deep one subtype gain the following shared traits.

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.

Deep One Skills (Ex) Deep ones are fanatically religious, typically in the worship of Cthulhu or one of their own transcended ancestors like Father Dagon or Mother Hydra. 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. If a creature gains deep one traits as a result of going through the change, these skill ranks are added retroactively. If the creature already possesses skill ranks in Knowledge (religion), it does not gain these additional skill ranks. In addition, Perception, Stealth, Swim, and Use Magic Device are class skills for deep ones.

Fecund Nature (Ex) A deep one can interbreed with any living vertebrate creature. Creatures born as a result of this interbreeding resemble the species of the non-deep one parent but gain the deep one hybrid template.

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 the effects of 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.

Resist Cold (Ex) A deep one is unharmed by the negative effects of cold temperatures (such as those found at the bottom of oceans), and has cold resistance 5.

Senses (Ex) A deep one has darkvision 60 feet and lowlight vision.

Take to the Water (Ex) A deep one has the aquatic subtype and the amphibious universal monster ability.


Deep One Hybrid (CR 1/2)

XP 200
Deep one hybrid rogue 1
CE Medium humanoid (deep one, human)
Init +5; Senses low-light vision; Perception +5

Defense

AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 12 (1d8+4)
Fort +3, Ref +3, Will +3
Weaknesses sea longing

Offense

Speed 20 ft.
Melee short sword +2 (1d6+2/19–20)
Special Attacks sneak attack +1d6

Statistics

Str 14, Dex 12, Con 17, Int 10, Wis 13, Cha 8
Base Atk +0; CMB +2; CMD 13
Feats Improved Initiative, Iron Will
Skills Bluff +3, Disguise +3, Intimidate +3, Knowledge (local) +4, Perception +5, Sense Motive +5, Sleight of Hand +5, Stealth +5, Swim +10; Racial Modifiers +4 Swim
Languages Common
SQ final change, hold breath, trapfinding +1

Ecology

Environment any coastal
Organization solitary, pair, or mob (3–16)
Treasure NPC gear (leather armor, short sword, other treasure)


Deep ones are synonymous with H.P. Lovecraft’s work and are minions of the Great Cthulhu himself. A deep one is a repulsive amphibian hybrid with a vaguely humanoid form. They sometimes shamble upon two limbs, and sometimes four. They can leap or hop as well as walk or swim with natural grace.

Deep ones do not have a fixed size. When starved, they shrink to tiny size. When overfed, they can grow truly huge: 50-60 feet tall or more. The average deep one is a little larger than a human, weighing some 300 lbs., and standing around 7 feet tall if not for its normally hunched, almost crouched posture.

Deep ones are able to interbreed with any vertebrate being. The offspring look like the non-deep one parent, but over the years they gradually mutate to deep one form.

Humanoids are shaped much like deep ones (two arms, two legs, etc.), so the mutation process is comparatively short for them, requiring no more than a few decades. Less humanoid creatures, such as dolphins or alligators, may take longer. Of course, the deep ones can also spawn amongst their own kind. Deep ones’ offspring ultimately combine aspects of both parents.

Conquest through Breeding

To some, the deep ones’ ability to breed with any creature implies they are not necessarily from the sea (or, at least, don't have to permanently be sea dwellers). It occasionally happens that a group of deep ones break away from the normal sea habitat and live in a freshwater environment, or even become wholly terrestrial for a time. They can crossbreed with elves, orcs, or even less savory creatures, and their dark culture can infest any land.

When a deep one mates with a non-deep one creature, the offspring initially appears to be a typical specimen of the non-deep one parent. Typically, such children are raised in secrecy away from society so that they can grow up and complete their change. In some cases, particularly those involving children who are orphaned at young age, deep one young grow up with no knowledge of their true nature until the change occurs. It has happened more than once that a group of well-meaning do-gooders has swept into a port village, wiped out a band of cultists, and rescued infants and children, only for those youths to become monstrous over time and renew the cult’s activities.

The change itself is gradual, taking place over the course of decades. As it progresses, the hybrid grows more and more ichthyic in feature: hair progressively falls out, eyes grow large and protrusive, webbing begins to grow between fingers or toes, scaly patches appear on the skin, or thick deep wrinkles or folds of skin manifest on the flesh. As the change progresses and the hybrid ages further, these physical changes increase. Heads change to become unnaturally elliptical in shape, lips widen and grow short fleshy tendrils or feelers along the edges, teeth grow sharp and perhaps serrated, and skin grows dry and painful when not frequently exposed to water. Those who suffer from this affliction find it increasingly painful to walk, and do so with a stumbling or shuffling gait.


Creating a Deep One Hybrid

“Deep One Hybrid” is an inherited template that can be added to any living, corporeal vertebrate creature (referred to hereafter as the base creature) that is not a deep one or a deep one scion. In the majority of cases, deep one hybrids are humans or other humanoid creatures, but dolphin and alligator hybrids are not unheard of. Deep one hybrids of other creatures (such as supernatural monsters) are possible but incredibly rare. A creature that isn’t an adult does not gain any of the benefits of this template, but manifests them automatically within 1d4 weeks of achieving adulthood. Hybrids younger than this are indistinguishable from typical members of the base creature’s species. (At the GM’s discretion, certain magical divinations or rituals or technological procedures can reveal the truth.)

Challenge Rating: Same as the base creature.

Type: The creature gains the deep one subtype, but does not gain all deep one traits—only those mentioned below are gained by a deep one hybrid.

Senses: Deep one hybrids gain low-light vision.

Weaknesses: All deep one hybrids gain the following weakness.

Sea Longing (Ex): Every 24 hours a deep one hybrid spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.

Speed: Deep one hybrids move with a shuffling gait. Their base speed is 10 feet less than the base creature’s speed, to a minimum of 10 feet.

Ability Scores: Constitution +2, Dexterity –2. Deep one hybrids are generally heartier and more solidly built than the base creature, but are slower and more awkward in their motions.

Skills: Deep one hybrids gain a +4 racial bonus to Swim checks, and Swim is a class skill for them.

Special Qualities: As base creature, plus deep one hybrids gain the following special qualities.

Final Change (Su): Within 1d4 weeks of a deep one hybrid reaching old age, it undergoes its final, painful metamorphosis and becomes a deep one scion, gaining the deep one scion template (see below). A deep one hybrid can sometimes spontaneously undergo the change long before reaching old age—death by drowning always causes the change to occur early, as can prolonged periods of insanity or exposure to eldritch energies or the presence of certain agents of the Mythos at the GM’s discretion.

Hold Breath (Ex): A deep one hybrid can hold its breath 10 times longer than a human can.


Deep One Scion (CR 7)

XP 3,200
Deep one scion cleric of Cthulhu 7
CE Medium humanoid (aquatic, deep one, human)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +13

Defense

AC 19, touch 9, flat-footed 19 (+4 armor, +1 deflection, –2 Dex, +6 natural)
hp 87 (7d8+52)
Fort +10, Ref +2, Will +11
Defensive Abilities Immune pressure damage; Resist cold 5

Offense

Speed 20 ft., swim 40 ft.
Melee bite +9 (1d6+4), 2 claws +9 (1d4+4)
Special Attacks channel negative energy 5/day (DC 15, 4d6)

Cleric Spell-Like Abilities (CL 7th; concentration +13)
9/day—touch of chaos, vision of madness

Cleric Spells Prepared (CL 7th; concentration +13)
4th—confusionD (DC 20), divine power, unholy blight (DC 20)
3rd—blindness/deafness (DC 19), cure serious wounds, dispel magic, rageD
2nd—bull's strength, cure moderate wounds (2), hold person (DC 18), spiritual weapon, touch of idiocyD
1st—command (DC 17), cure light wounds (2), divine favor, protection from lawD, sanctuary (DC 17), shield of faith
0 (at will)—bleed (DC 16), detect magic, mending, read magic
D domain spell; Domains Chaos, Madness

Statistics

Str 18, Dex 6, Con 20, Int 14, Wis 22, Cha 15
Base Atk +5; CMB +9; CMD 18
Feats Combat Casting, Deep One Legacy (overwhelming bite)B, Improved Initiative, Lightning Reflexes, Selective Channeling, Toughness
Skills Knowledge (local) +9, Knowledge (religion) +12, Perception +13, Spellcraft +12, Swim +30, Use Magic Device +12; Racial Modifiers +8 Swim
Languages Common, Deep One
SQ fecund nature, immortal, item use

Ecology

Environment any coastal
Organization solitary, pair, or cult (3–8)
Treasure NPC gear (+1 studded leather armor, amulet of natural armor +1, ring of protection +1, other treasure)

When a deep one hybrid finally undergoes the change, it transforms in a painful but mercifully swift series of mutations into a deep one scion. Humanoids who undergo this change are usually indistinguishable from full-blooded deep ones, but other creatures that become deep one scions can take a wide range of unpleasant and disturbing forms.


Creating a Deep One Scion

“Deep One Scion” is an acquired template that can be added to any deep one hybrid (referred to hereafter as the base creature).

Challenge Rating: Same as the base creature +1.

Type: The creature gains the aquatic and deep one subtypes, and gains all deep one traits, as detailed above. If the base creature was a humanoid, it loses all subtypes it possessed as a humanoid, retaining only the aquatic and deep one subtypes it gains from this template (it retains all abilities granted by its previous type, such as a human’s bonus feat and skill ranks).

Senses: A deep one scion has darkvision 60 feet and low-light vision.

Armor Class: A deep one scion gains a +5 natural armor bonus; this does not stack with any natural armor bonus the base creature may have. If the base creature’s natural armor bonus is higher, it retains that bonus instead.

Defensive Abilities: A deep one scion is unharmed by the negative effects of cold temperatures and has cold resistance 5. It also gains the following defensive ability.

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

Weaknesses: A deep one scion loses the sea longing weakness it possessed as a deep one hybrid.

Speed: A deep one scion gains a swim speed of 40 feet.

Attacks: A deep one scion retains the base creature’s natural attacks, and gains two claw attacks if it didn’t already possess them. These claw attacks inflict damage as normal for a creature of the deep one scion’s size (1d4 for Medium creatures).

Ability Scores: Strength +4, Constitution +4, Intelligence +2, Wisdom +4. A deep one scion loses all penalties it gained from advanced age as a deep one hybrid, but retains any bonuses to ability scores it gained from advanced age.

Feats: Deep one scions gain Deep One Legacy as a bonus feat. They do not need to meet the prerequisites for this bonus feat, but if they wish to take the feat again, they must meet its minimum Constitution requirement as normal.

Skills: Deep one scions are fanatically religious, typically clinging to the worship of Cthulhu or one of their own transcended ancestors like Father Dagon or Mother Hydra. A deep one scion 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 one scions. If the creature already possesses ranks in Knowledge (religion), it only gains additional ranks up to the maximum permitted by its hit dice or class levels. In addition, Perception, Stealth, Swim, and Use Magic Device are class skills for deep one scions. As deep one scions have a swim speed, they gain a +8 racial bonus on Swim checks (this bonus replaces the +4 racial bonus the creature possessed as a deep one hybrid).

Languages: A deep one scion learns Deep One as a bonus language.

Special Qualities: All deep one scions lose the final change and hold breath qualities they possessed as deep one hybrids. They gain the amphibious universal monster ability, as well as the following special qualities.

Fecund Nature (Ex): A deep one scion can interbreed with any living vertebrate creature. Creatures born as a result of this interbreeding are treated as the same type of creature as the non-deep one parent but gain the deep one hybrid template.

Immortal (Ex): A deep one scion does not age. Barring death from violence, disease, or misadventure, a deep one scion can live forever. Deep one scions are immune to the effects of magical aging.

Item Use (Su): A deep one scion can activate spelltrigger items like staves and wands as if it were a spellcaster of the appropriate class.


New Feat: Deep One Legacy

Your deep one DNA manifests in an unusual way, resulting in a beneficial throwback or mutation. This feat requires an exceptionally hearty constitution for your body to bear such a potent and unusual mutation—even the standard pure-blood deep one lacks the health to manifest these hideous deformities.

Often, a deep one who gains class levels or has at least 4 additional Hit Dice chooses to place its ability score modifier in Constitution purely to qualify for the benefits of this feat.

Prerequisites: Con 17, deep one or deep one scion

Benefit: When you select this feat, your body swiftly and permanently deforms in a hideous but beneficial way. You gain 3 hit points, and gain one mutation from the following list. You manifest the chosen mutation immediately and permanently. All of the effects of these mutations are extraordinary abilities.

Bulging Eyes: Your eyes are large and protrusive, like those of a frog. You gain a +2 bonus on Perception checks. The range of your low-light vision doubles.

Finned Tail: You have a long, finned tail. You gain a swim speed equal to half your base speed. If you already possess a swim speed, it increases by 10 feet. If you take this, you cannot take Webbed Hands.

Loping Legs: Your legs are longer than normal. Your base speed increases by 10 feet. If you don’t have legs already, you grow a pair of legs and increase your base speed by 10 feet.

Lure: A small bioluminescent lure attached to a stalk grows from the top of your head. As a move action, you can cause this lure to glow, providing illumination as a torch. If you target a creature with a charm effect in the same round that you activate your lure, the save DC for that charm effect is increased by 2. You can activate your lure no more often than once per hour, but once activated, it stays activated until you choose to deactivate it as a move action.

Overwhelming Bite: Your face is similar to that of a shark. You gain a bite primary natural attack that inflicts damage as a creature of your size (1d6 for a Medium creature). You cannot select this mutation if you have already selected precise bite.

Precise Bite: Your face is similar to that of a barracuda. You gain a bite primary natural attack that inflicts damage as a creature of one size smaller than your size (1d4 for a Medium creature), but you threaten a critical hit on a 19–20. You cannot select this mutation if you have already selected overwhelming bite.

Primordial Armor: Your body gains thick armor plating similar to that possessed by prehistoric fish like the dunkleosteus (in most cases, your facial features and head mutate to resemble this hideous ancient fish). Your natural armor bonus increases by 2.

Talons: Your fingers have talons. You gain two claw primary natural attacks, which inflict damage as appropriate for a creature of your size (1d4 for a Medium creature). If you don’t normally possess arms, you grow a pair of arms and taloned hands.

Webbed Hands: Your fingers become webbed. You gain a swim speed equal to half your base speed. If you already possess a swim speed, it increases by 10 feet. If you don’t normally possess arms, you grow a pair of arms and webbed hands.

Special: You can take this feat multiple times. Each time you select it, you must choose a different mutation from the list above.

If your Constitution is ever reduced below the minimum required to maintain this feat, you lose the ability to benefit from your mutations but they remain physically a part of you. As long as your Constitution remains below 17, these unwieldy and painful deformities reduce your base speed and land speed by 10 feet and lower your Dexterity score by 2.

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