Deep Ones

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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
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., Voices of the Deep
Special Qualities Darkvision 120 ft., Amphibious
Saves Fort +8, Ref +7, Will +6
Abilities STR 8, 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.

Voices of the Deep (Su) As soon as a deep one spots an enemy, they raise their voices in a cacophonous, croaking language as a free action. All creatures (other than Deep Ones) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a Confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same Drowned One’s voice of the deep for 24 hours. The save DC is Charisma-based.

Combat

Drowned Ones are aware of the eldritch horror they provoke in humanoid races and will raise their Voices of the Deep as soon as they see a threat. It draws attention to their presence, which provokes its Frightful Presence, as well (though it is a passive ability). Drowned Ones attack first with nets to entangle their opponents, hoping to drag them away to the water. If confronted, they will attack with tridents or short swords.