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Deep Ones
What You See
This fish-frog hybrid is of roughly
humanoid shape with thick scales,
claws, webbed extremities, and huge
gill slits. Lidless bulging eyes and
lipless fang-filled jaws shape its
leering face.
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)
S TAT I S T I C S

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
ECO LO GY

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

312

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
S TAT I S T I C S

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



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