Deep One Hybrid
Creature 1 — human, humanoid
Whether from their devout faith to Dagon or their own biological lineage, some humans display physical indicators of their connection to deep ones. 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 +9
Skills arcana +4, athletics +4, deception +5, religion +7, society +4
Str
+1
Dex
+1
Con
+2
Int
+1
Wis
+4
Cha
+0
AC 16
Fort +7
Ref +5
Will +9
HP 20
Resistances piercing 2
Speed 25 feet, swim 30 feet
Offense
Melee Dagger +4, Damage 1d4+1 piercing
Ranged Dagger +4, Damage 1d4+1 piercing
Melee Trident +4, Damage 1d8+1 piercing
Ranged Trident +4, Damage 1d8+1 piercing
Abilities
Natural Swimmer — The deep one hybrid can hold their breath underwater for 10 minutes and gains a +2 circumstance bonus to initiative rolls and Reflex saves while swimming.
Ocean's Call — A deep one hybrid that remains 10 or more miles from the sea for 24 hours becomes Stupefied 1. This effect is removed only once the hybrid returns to the sea.
Spells
Bless (rank 1)
Bullhorn (rank 1)
Daze (rank 1)
Fear (rank 1)
Harm (rank 1)
Haunting Hymn (rank 1)
Heal (rank 1)
Light (rank 1)
Tidal Surge (rank 1)
Void Warp (rank 1)
Run Deep One Hybrid in the encounter builder — free, no install.
Open in PathfinderGM →