Difference between revisions of "Deep Ones"

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type=Humanoid|
 
type=Humanoid|
 
level=4|
 
level=4|
 +
speed=30/Swim 30|
 
hd=8|
 
hd=8|
 
hp=18|
 
hp=18|
Line 16: Line 17:
 
attack=Claw +4 melee (1d4+2)|
 
attack=Claw +4 melee (1d4+2)|
 
full-attack=2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)|
 
full-attack=2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)|
space-reach=5 ft./5 ft.|4
+
space-reach=5 ft./5 ft.|
special-attacks=[[Frightful Presence]] 60 ft.
+
special-attacks=[[Frightful Presence]] 60 ft.|
 
special-qualities=[[Darkvision]] 120 ft., [[Amphibious]]|
 
special-qualities=[[Darkvision]] 120 ft., [[Amphibious]]|
 
saves=<nowiki>Fort +8, Ref +7, Will +6</nowiki>|
 
saves=<nowiki>Fort +8, Ref +7, Will +6</nowiki>|
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feats=[[Alertness]], [[Toughness]], [[Track]]|
 
feats=[[Alertness]], [[Toughness]], [[Track]]|
 
skills=Listen +6, Spot +6, Stealth +10|
 
skills=Listen +6, Spot +6, Stealth +10|
environment=Temperate Forests|
+
environment=Ocean Waters|
 
challenge-rating=<nowiki>3</nowiki>|
 
challenge-rating=<nowiki>3</nowiki>|
organization=Solitary or Pack (5-8)|
+
organization=Solitary or Troop (5-8)|
 
treasure=none|
 
treasure=none|
 
alignment=Neutral Evil|
 
alignment=Neutral Evil|

Revision as of 13:36, 7 February 2021


Creature: Deep Ones
Size/Type Medium/Humanoid
Hit Dice 4d8 (18 HP)
Initiative +0
Speed 30/Swim 30 ft.
Armor Class 16 (10 ++3 Dex, ++1 Natural, +0 Armor AC, +0 Shield AC), 12 Flat Footed, 11 Touch AC
Base Attack/Grapple +4/+15
Attack Claw +4 melee (1d4+2)
Full Attack 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
Space/Reach 5 ft./5 ft.
Special Attacks Frightful Presence 60 ft.
Special Qualities Darkvision 120 ft., Amphibious
Saves Fort +8, Ref +7, Will +6
Abilities STR 13, DEX 10, CON 11, INT 11, WIS 10, CHA 8
Skills Listen +6, Spot +6, Stealth +10
Feats Alertness, Toughness, Track
Environment Ocean Waters
Organization Solitary or Troop (5-8)
Challenge Rating 3
Treasure none
Alignment Neutral Evil
Advancement
Level Adjustment
Notes Frightful Presence (Su)

Drowned Ones can inspire terror by their very appearance. Affected creatures must succeed on a DC 13 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the Drowned One. The save DC is Charisma-based.


Combat Dire Moles attack with their sharp claws and teeth.