Deep One Elder
Creature 14 (uncommon) — amphibious, humanoid, unholy
Given enough time, deep one elders can swell to dizzying heights. Lumbering, amphibious, and deathless humanoids known as deep ones inhabit coastal areas and deep ocean trenches all across Golarion. Though most simply wish to be left alone, others work tirelessly to grow their ranks.
Source: pathfinder-monster-core-2
Perception +26
Skills athletics +31, intimidation +24, religion +27, survival +25
Str
+9
Dex
+4
Con
+8
Int
+6
Wis
+5
Cha
+4
AC 36
Fort +27
Ref +22
Will +26
HP 260
Immunities cold
Resistances acid 10, piercing 15
Speed 30 feet, swim 50 feet
Offense
Melee Foot +29, Damage 3d12+15 bludgeoning
Melee Claw +29, Damage 3d10+12 slashing
Abilities
Pressurized — A deep one is immune to damage and other negative effects from changes in water pressure.
Endless — A deep one doesn't age and is immune to spells and other effects that inflict magical aging. Unless killed, a deep one lives forever.
Frightful Presence (aura, emotion, fear, mental) — 60 feet. DC 31 Will.
A creature that fails its save is also Slowed 1 (Slowed 2 on a critical failure).
Frightful Presence
Mental Mirror — Mental effects that fail against a deep one elder are reflected back onto the source, as Spell Riposte.
Devastation — A deep one elder's claw Strikes ignore the first 10 Hardness of an object. Additionally, on a critical hit, the target must succeed at a DC 34 Fortitude save or be Stunned 2.
Trample — Huge or smaller, foot, DC 31 Reflex
The deep one can Swim up to double its swim Speed instead of Striding.
Trample
Watery Void (concentrate, manipulate, occult, void, water) — The deep one elder makes an endless void of water appear in a 20-foot type:burst within 60 feet, dragging creatures down into its whirlpool. If cast underwater, the watery void fills a 60-foot-tall cylinder with a 20-foot radius. Creatures in the area when the void appears and creatures that end their turn in the area take 3d8 bludgeoning damage and 3d8 void damage and must attempt a DC 31 Reflex save. The void remains until the end of the deep one elder's next turn. The deep one elder can Sustain the void to extend the duration by 1 round, up to a total of 4 rounds, and can move the void up to 15 feet. Once the effect ends, the elder can't use Watery Void again for 1d4 rounds.
**Critical Success** The creature is unaffected.
**Success** The creature takes half damage and a –5-foot circumstance penalty to their Speeds while in the void.
**Failure** The creature takes full damage and a –10-foot circumstance penalty to their Speeds while in the void.
**Critical Success** The creature takes double damage, is knocked Prone, and takes a –10-foot circumstance penalty to their Speeds while in the void.
Improved Knockdown — Improved Knockdown
Run Deep One Elder in the encounter builder — free, no install.
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