Deep One

These fishlike folk have enormous eyes, a wide mouth, and almost no chin.

Elder Gods. In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids.

Coastal Raiders. The deep ones keep to themselves in isolated coastal villages and settlements in the deep ocean for long periods, and then, at the command of their patron gods, turn suddenly into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant, chilled seas.

Demand Sacrifices. They demand tolls from mariners frequently; those who do not leave tribute at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.

Ocean Change. A deep one born to a human family resembles a human child, but the person transforms into an adult deep one between the ages of 16 and 30. Such deep ones then hear the siren call of their elder god masters and oceanic cousins, which eventually supplants the love the person might feel for family and friends on land.

Deep One

Medium Humanoid, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 12 (+1)

Saving Throws Str +5, Con +4, Cha +3
Damage Vulnerabilities fire
Damage Resistances cold
Senses darkvision 120 ft., passive Perception 9
Languages Common, Void Speech
Challenge 2 (450 XP)
Proficiency Bonus +2

Amphibious. The deep one can breathe air and water.

Frenzied Rage. If a deep one takes 10 or more damage from a single attack, it has advantage on its Claws attack and gains a +2 bonus to damage with its Claws until the end of its next turn.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

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