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Deep One

Size
Medium
Type
Humanoid
Challenge Rating
2
Source
Tome of Beasts
Alignment
Chaotic-Evil
Armor Class
13
Speeds
30, swim 30
Walking Speed
30
Swimming Speed
30
Strength Score
16
Dexterity Score
12
Constitution Score
14
Intelligence Score
10
Wisdom Score
8
Charisma Score
12
Saving Throws
Strength, Constitution, Charisma
Vision
Darkvision (120ft)
Languages Ref
Common, Void Speech
Hit Points
91
Resistances
Vulnerable to Fire Damage, Resistant to Cold Damage
Languages
Aethyrian Common

Medium humanoid, chaotic evil


Armor Class 13 (natural armor)

Hit Points 91 (14d8+28)

Speed 30 ft., swim 30 ft.


STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
8 (−1)
CHA
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)

Amphibious. A deep one can breathe air or water with equal ease.

Frenzied Rage. On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage.

Lightless Depths. A deep one is immune to the pressure effects of the deep ocean.

Ocean Change. A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30.

Actions

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

Description

Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages.
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. They’ve intermarried 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 ocean for long periods, and then turn suddenly, at the command of their patron gods, 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 to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, 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.

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.