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Deep One ElderCreature 14


UncommonGargantuanAmphibiousHumanoidUnholy
Source Pathfinder Monster Core 2
Perception +26 (darkvision, wavesense (imprecise) 120 feet)
Languages Aklo, Common
Skills Lore +24, Lore +24, Athletics +31, Intimidation +24, Religion +27, Survival +25
Str +9, Dex +4, Con +8, Int +6, Wis +5, Cha +4

AC 36; Fort +27; Reflex +22; Will +26;
HP 260
Speed 30 feet (swim 50 feet)
Immunities cold
Resistances Acid 10, Piercing 15

Foot One Action +29 (+24, +19) to hit (magical, reach 20, unholy) 3d12+15 Bludgeoning
Claw One Action +29 (+25, +21) to hit (agile, magical, reach 20, sweep, unholy) 3d10+12 Slashing

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.

Frightful Presence (aura, emotion, fear, mental)

60 feet. DC 31 will.

A creature that fails its save is also Slowed 1 (Slowed 2 on a critical failure).


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Mental Mirror

Mental effects that fail against a deep one elder are reflected back onto the source, as Spell Riposte.

Devastation

A deep one elder's claw Strikes ignore the first 10 Hardness of an object. Additionally, on a critical hit, the target must succeed at a DC 34 fortitude save or be Stunned 2.

Trample Three Actions

Huge or smaller, foot, DC 31 reflex

The deep one can Swim up to double its swim Speed instead of Striding.


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Watery Void Three Actions (concentrate, manipulate, occult, void, water)

The deep one elder makes an endless void of water appear in a 20-foot burst within 60 feet, dragging creatures down into its whirlpool. If cast underwater, the watery void fills a 60-foot-tall cylinder with a 20-foot radius. Creatures in the area when the void appears and creatures that end their turn in the area take 3d8 bludgeoning damage and 3d8 void damage and must attempt a DC 31 reflex save. The void remains until the end of the deep one elder's next turn. The deep one elder can Sustain the void to extend the duration by 1 round, up to a total of 4 rounds, and can move the void up to 15 feet. Once the effect ends, the elder can't use Watery Void again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature takes half damage and a –5-foot circumstance penalty to their Speeds while in the void.

Failure The creature takes full damage and a –10-foot circumstance penalty to their Speeds while in the void.

Critical Success The creature takes double damage, is knocked Prone, and takes a –10-foot circumstance penalty to their Speeds while in the void.

Improved Knockdown Free Action

Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry


Effect The monster attempts to [/act trip] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.


Given enough time, deep one elders can swell to dizzying heights.


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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.