Deep One
Servitors of the Dreamer in the Deep
Basic Information
Anatomy
Biological Traits
Ability Scores
+6 Strength, -4 Dexterity, +8 Constitution, +2 Wisdom. Deep Ones are physically tough but their round form leaves them less agile.Size
Deep Ones are medium creatures and thus incur no benefits or penalties due to size.Type
Deep Ones are monstrous humanoids with the aquatic and deep one subtypes.Base Speed
Deep Ones have a base speed of 20 feet and a swim speed of 40 feet.Languages
Deep Ones begin play speaking Aklo and CommonOther
Amphibious: Deep Ones can breathe on land or underwater indefinitely. In addition, they gain a +4 bonus on Stealth checks while underwater. Claws: Deep Ones possess two claw attacks that deal appropriate damage for their size (1d4 for medium creatures). Cold Resistance Deep Ones gain cold resistance 5. Darkvision: Deep Ones can see perfectly in the dark up to 60ft. Deep Dweller (Ex): Deep Ones are immune to the effects of water pressure as their bodies can adapt to different depths 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. Natural Armor: Deep Ones have tough blubbery skin that gives them a +3 bonus to natural armor.Genetics and Reproduction
Growth Rate & Stages
Some can grow truly enormous in height. Given access to a large amount of food for several hundred or even thousands of years, a deep one may become a Deep One Elder. These elders can be over fifty feet tall and weigh many tons. Amazingly, they also naturally develop divine abilities, even to the point of being able to grant their power to able recipients. How this happens is unknown but remains a highly researched topic by various scholars. Unfortunately, due to the deep one's connection to eldritch horrors, these scholars often end up being transported to alien worlds or generally succumbing to insanity.
Dietary Needs and Habits
They can pretty much eat whatever's around them. In the sea, this means fish, whales, kelp, seals, even swimmers or sailors. On land, this may be the garbage, pets, livestock, gardens, or even the homeless or unfortunate night-time wanderers. There's some evidence that particularly large deep ones often hunt entire pods of whales of which they are often comparable in size. There are even tales told by the Darfellan of entire Ila being destroyed by a single deep one elder in a matter of minutes.
Additional Information
Social Structure
Deep One society is based around its three known leaders. First is the Great Dreamer Cthulhu. All deep ones must follow Cthulhu's will for that is their sole purpose for existing. Ever since Cthulhu was banished eons ago, his instructions have become less frequent. Rarely, certain commands are given to deep ones through dreams but more often than not, Father Dagon and Mother Hydra act as an intermediary.
Speaking of which, Father Dagon is the military, political, and religious leader of the deep ones. He serves as the general for countless deep ones and monsters produced by Mother Hydra's hybridization experiments. He's incredibly intelligent and uses this fact to decimate his opponents.
Mother Hydra is another highly advanced deep one. She serves a leadership role similar to Father Dagon but instead focuses primarily on civic and bio-logistic matters. Mother Hydra guides the evolution of deep ones and is the figure that directs when they can mate with humanoids. She's also responsible for guiding chosen deep ones on their journey to becoming a deep one elder. In addition, she has a knack for genetic experimentation and is responsible for the eldritch rituals and arcane sciences required to create unique deep one forms such as the Shoggoth-Twsha.
Father Dagon and Mother Hydra aren't set individuals. If one or another is killed, they will choose a deep one of the appropriate sex as a replacement and will guide that one on its journey through deep one elder status and beyond.
Outside of these three, deep ones often serve deep one elders in larger cities or simply larger deep ones in more remote outposts.
Uses, Products & Exploitation
Facial characteristics
Geographic Origin and Distribution
Perception and Sensory Capabilities
Deep One Hybrids
Deep one hybrids are the awful offspring of a deep one and a human. During their younger years, they resemble any other human and seem indistinguishable save for a love of the sea. As they age, however, they grow more and more monstrous in appearance. Their mouths grow abnormally wide, their eyes grow and bulge out of their head losing color and becoming unable to blink, and their hands and feet grow claws and webbing. Their skin begins excluding a slime and peels off in areas to reveal scales underneath. Fat begins building on their body as they grow to huge heights only brought down by an increasingly hunched back.
Deep one hybrids typically live in towns with others of their kind. This isn't due to a shared sense of community but instead the horrible efficiency of deep ones. The hybrids assume roles of leadership in town and often work with deep ones under the sea to funnel them resources, sacrifices, and anything they desire. Full-blooded humanoids are cowed and subservient to the hybrids, or even worse, kept as breeding slaves. The hybrids are devout followers of alien deities and most often worship Father Dagon, Mother Hydra, or the Dreamer in the Deep, Cthulhu. They usually go through great efforts to disguise their worship from town visitors.
Ability Scores:
Deep one hybrids are hearty and devout but tend to be somewhat slow and awkward in their movements. They gain +2 Constitution and +2 Wisdom but suffer –2 Dexterity.
Size:
Deep one hybrids are medium creatures and thus have no bonuses or penalties due to size.
Type:
Deep one hybrids are humanoids with the Human and Deep One subtypes.
Base Speed:
A deep one hybrid’s base speed is 20 feet, as it walks with a shuffling gait. A deep one hybrid has a swim speed of 30 feet, and gains a +8 racial bonus on all Swim checks.
Languages:
Deep one hybrids begin play speaking Aklo and Common.
Other:
Aquatic Lurker (Ex): Deep one hybrids are excellent underwater hunters. They gain a +2 bonus on Stealth checks when underwater. In addition, it is always considered a class skill.
Darkvision (Ex): Deep one hybrids can see in the dark up to 60 feet.
Deceptively Fanatic (Ex): Deep one hybrids are devout in their beliefs and loyalties but are naturally deceptive. They gain a +2 bonus on Bluff, Knowledge (planes), and Knowledge (religion) checks. In addition, these are always considered class skills.
Final Change (Su): A deep one hybrid ages at the same rate as a half-orc. A mere 1d12 months after a deep one hybrid reaches venerable age (at 60 years old), it dies a painful, agonizing death, only to have its body transform into that of a mature deep one. This transformation functions as the reincarnate spell, with the newly formed deep one gaining the following modifications to its physical ability scores: +6 Strength, –2 Dexterity, and +6 Constitution.
Gifted Cultist (Ex): Deep one hybrids are naturally talented with activating all manner of magical items. They gain a +2 bonus on Use Magic Device checks made to activate spell-trigger items like staves and wands. In addition, it is always considered a class skill.
Low-Light Vision: Silurians can see twice as far as humans in areas of dim light.
Natural Armor: A deep one hybrid’s thick skin and dense fatty tissues grant it a +1 natural armor bonus to AC.
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.
The following stats are intended for Pathfinder 1e


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