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Deep One Elder

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

Recall Knowledge - Humanoid (Society): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Deep One ElderCreature 15

Uncommon Gargantuan Amphibious Humanoid Unholy 
Source Monster Core 2 pg. 89
Perception +28; darkvision, wavesense 120 feet
Languages Aklo, Common
Skills Athletics +33, Dagon Lore +26, Intimidation +26, Ocean Lore +26, Religion +29, Survival +27
Str +9, Dex +4, Con +8, Int +6, Wis +5, Cha +4
Pressurized A deep one elder is immune to damage and other negative effects from changes in water pressure.
AC 38; Fort +29, Ref +24, Will +28
HP 280, regeneration 10 (deactivated by fire); Immunities cold; Resistances acid 10, piercing 15
Endless A deep one elder doesn't age and is immune to spells and other effects that inflict magical aging. Unless killed, a deep one elder lives forever.Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 33. A creature that fails its save is also slowed 1 (slowed 2 on a critical failure).Mental Mirror Mental effects that fail against a deep one elder are reflected back onto the source, as spell riposte.
Speed 30 feet, swim 50 feet
Melee [one-action] foot +31 [+26/+21] (magical, reach 20 feet, unholy), Damage 3d12+2+15 bludgeoningMelee [one-action] claw +31 [+27/+23] (agile, magical, reach 20 feet, sweep, unholy), Damage 3d10+2+12 slashing plus Improved Knockdown and devastationOccult Innate Spells DC 33, attack +25 (+4 dmg); 7th warp mind (×3); 6th blinding fury, phantasmal calamity; 5th wave of despair; 4th unfettered movement
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 36 Fortitude save or be stunned 2.Trample [three-actions] Huge or smaller, foot, DC 33. The deep one can Swim up to double its swim Speed instead of Striding.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 33 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.

All Monsters in "Deep One"

NameLevel
Deep One1
Deep One Elder14
Deep One Hybrid1

Deep One

Source Monster Core 2 pg. 88
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.

Sidebar - Locations Coastal Communes

Deep one religious communities, called shoals, often feature a vibrant mix of deep ones, deep one hybrids, and mundane humans all working in service of a local deep one elder. This elder lurks in the depths just off the coast or in Dagon’s service directly. Those who fail to attract new human converts, however, will sometimes give up the coastal life and move permanently to coral reefs or even sunken cities in the depths of the ocean, coming ashore only to feed.

Sidebar - Additional Lore The Flavor of Fear

Deep ones tend to favor coastal areas near communities tainted by insular or prejudicial beliefs. As followers of a deity who rules through fear and destruction, deep ones consider such xenophobic minds easier to mold, more potent when sacrificed, and (at least anecdotally) more delicious.

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