Deep Ones
Creature: Deep Ones | |
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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. CombatDrowned 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. |