Deep One
Creature 1 — amphibious, humanoid
SnareCrasherLANDAQUATIChumanoidamphibiouscultist
An average mature deep one weighs 300 pounds and measures 7 feet in length, though they appear shorter on land due to their wide stance and natural hunch. 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 +7; darkvision, wavesense (imprecise) 30 feet
Languages aklo, common
Skills athletics +6, intimidation +5, religion +6, stealth +4, survival +4
Str
+3
Dex
+1
Con
+4
Int
+2
Wis
+1
Cha
+1
AC 16
Fort +9
Ref +4
Will +8
HP 24
Resistances cold 2, piercing 3
Speed 25 feet, swim 40 feet
Offense
Melee Jaws +7, Damage 1d6+3 piercing
Melee Claw (agile) +7, Damage 1d4+3 piercing
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.
Fervent Frenzy — The deep one makes two claw Strikes and one jaws Strike in any order. If the target creature is currently frightened by a deep one's Share Devotion ability, it's Off-Guard against these attacks. The deep one becomes Clumsy 1 until the start of their next turn.
Share Devotion (concentrate, emotion, fear, mental) — The deep one fills their enemies' minds with terrible hallucinations of the Outer Gods. All enemy creatures within a 30-foot emanation must attempt a DC 17 Will save; regardless of the result, a creature is temporarily immune to Share Devotion for 24 hours.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure As failure, plus Dazzled for as long as it's frightened.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure As failure, plus Dazzled for as long as it's frightened.
Occult Innate Spells DC 14, attack +6
1st Hydraulic Push
Cantrips (1st) Daze
WORKS WELL WITH
AnvilAQUATICA tank occupies the frontline while frightened, Off-Guard targets get punished by this creature's frenzy.
CrasherLANDA bruiser gains easy hits against foes left Off-Guard and frightened.
PUNISHES
✖ clumping✖ low Will
Avoid stacking multiple fear-aura controllers; frightened value quickly caps without added benefit.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Deep One in the encounter builder — free, no install.
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