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Deep OneCreature 1


MediumAmphibiousHumanoid
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; Reflex +4; Will +8;
HP 24
Speed 25 feet (swim 40 feet)
Resistances Cold 2, Piercing 3

Jaws One Action +7 (+2, -3) to hit 1d6+3 Piercing
Claw One Action +7 (+3, -1) to hit (agile) 1d4+3 Piercing

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 Three Actions

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 Two Actions (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.


Occult Innate Spells (DC 14, +6 to hit)

Cantrips (1st Level): Daze
1st Level: Hydraulic Push


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.