River
Hippopotamus; CR: 5; XP: 1,600; Align: N; Large animal
Init: +4; Senses: low-light vision, scent; Perception +8
DEFENSE: AC: 17; TAC: 9; FFAC: 17 (+8 natural, -1 size); HD: 7d8+28; HP: 59; Saves: For: +8 (+10 vs. nonmagical disease), Ref: +5, Will: +3; Defensive Abilities sweat
OFFENSE: Speed: 40 ft.; Melee: bite +8 (2d8+6); Ranged: ; Space: 10 ft.; Reach: 5 ft.; Special Attacks: capsize, trample (1d8+6, DC 17)
Statistics: Str: ; Dex: ; Con: ; Int: ; Wis: ; Cha: ; BAB: ; CMB: ; CMD:
Feats: Endurance, Improved Initiative, Power Attack, Skill Focus (Perception)
Skills: Animal: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c), Fly (D)(c), Perception (W)(c) +8, Stealth (D)(c) +1 (+11 underwater), Swim (S)(c) +11; Racial Modifiers: +10 Stealth underwater
Special Abilities:
Capsize (Ex): A hippopotamus can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.
Sweat (Ex): A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.
Languages:
Special Qualities: hold breath
Environment: warm rivers
Organization: solitary, pair, or bloat (3–20)
Treasure: none
"This lumbering bull hippopotamus lunges out of the water and yawns wide, displaying an impressive set of tusk-like teeth."
Hippopotamus, Behemoth; CR: 10; XP: 9,600; Align: N; Huge animal
Init: +3; Senses: low-light vision; Perception +12
DEFENSE: AC: 23; TAC: 7; FFAC: 23 (-1 Dex, +16 natural, -2 size); HD: 14d8+70; HP: 133; Saves: For: +14 (+16 vs. nonmagical disease), Ref: +8, Will: +7; Defensive Abilities sweat
OFFENSE: Speed: 50 ft.; Melee: bite +17 (4d8+13/19-20 plus grab); Ranged: ; Space: 15ft.; Reach: 15 ft.; Special Attacks: capsize, trample (2d6+13, DC 26);
Statistics: Str: 29; Dex: 8; Con: 20; Int: 2; Wis: 13; Cha: 5; BAB: +10; CMB: +21 (+25 grapple); CMD: 30 (34 vs. trip)
Feats: Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills: Animal: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c), Fly (D)(c), Perception (W)(c) +12, Stealth (D)(c) +2 (+12 underwater), Swim (S)(c) +13; Racial Modifiers: +10 Stealth underwater
Special Abilities:
Capsize (Ex): A hippopotamus can overturn a boat of its size or Smaller by ramming it as a charge attack and making a CMB check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.
Sweat (Ex): A hippo’s reddish sweat protects it from nonlethal damage from hot environments, and grants it a +2 racial bonus on saving throws against nonmagical disease.
Languages:
Special Qualities: hold breath
Environment: warm rivers
Organization: solitary or bloat (2–8)
Treasure: none
"This immense behemoth of a hippo is larger than an elephant. Its teeth are like scimitars, and it moves with an indomitable gait."
Deep One Compound of The Kin of Kooagin
Scorasch
Cleric, Xellix, Deep One Scion; CR: 9; XP: 6,400; Deep One Scionfemale cleric 9 Align: CE; Medium humanoid (aquatic, deep one, human)
Init: +6; Senses: darkvision 60 ft., low-light vision; Perception +11
DEFENSE: AC: 26; TAC: 12; FFAC: 24 (+7 armor, +2 shield, +5 natural); HD: 9d8+45 ; HP: 107; Saves: For: +13, Ref: +6, Will: +12; Resist cold 5, Defensive Abilities deep dweller, Immune pressure damage
OFFENSE: Speed: 20 ft. swim 40 ft. (30 ft. armor); Melee: bite +9 (1d6+3), battle axe +9/+4 (1d8+3/x3) or 2 claws +9 (1d4+3); Ranged: light crossbow +8 (1d8/19-20); Special Attacks: channel negative energy 4/day (DC 17, 5d6), hand of the acolyte (7/day);
Domain Spell-Like Abilities: (CL 9th, concentration +15)
7/day - destructive smite (+4 dam)
7/day - vision of madness (+4 or -4)
9 rds/day - destructive aura (+4 dam)
9 rds/day - aura of madness (DC 20)
Cleric Spells Prepared: (CL 9th, concentration +13)
5th - (2+1) - boneshatter (DC 23) (2), shoutD (DC 21)
4th - (3+1) - freedom of movement, inflict critical woundsD(DC 20), poison (DC 22), protection from energy (communal)
3rd - (4+1) - bestow curse (DC 21), invisibility purge, rageD, prayer, trial of fire and acid (DC 19)
2nd - (6+1) - bear's endurance, boneshaker (DC 20), darkness, touch of idiocyD(2), desecrate, resist energy (DC 18)
1st - (6+1) - bane (DC 17), divine favor, true strikeD (2), entropic shield, obscuring mist, protection from good
0 (at will) - bleed (DC 18), detect poison, light, virtue
D: domain spell; Domains: Destruction, Madness
Statistics: Str: 16; Dex: 15 ; Con: 22; Int: 12; Wis: 23; Cha: 12 ; BAB: +6 ; CMB: +9; CMD: 22
Special Abilities:
Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
Deep Dweller (Ex): Deep one scions are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease.
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Fecund Nature (Ex): A deep one scion can interbreed with any living vertebrate creature. Creatures born as a result of this interbreeding are treated as the same type of creature as the non-deep one parent but gain the deep one hybrid template.
Immortal (Ex): A deep one scion does not age. Barring death from violence, disease, or misadventure, a deep one scion can live forever. Deep one scions are immune to the effects of magical aging.
Item Use (Su): A deep one scion can activate spelltrigger items like staves and wands as if it were a spellcaster of the appropriate class.
Take to the Water (Ex): A deep one scion can hold its breath 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming.
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Feats: Combat Casting, Command Undead, Deep One Legacy (overwhelming bite)B, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Spell Focus (necromancy)
Skills: Craft (alchemy) +7, Heal +10, Intimidate +8, Knowledge (religion)(c) +22, Perception +11, Swim(Str) +30; Racial Modifiers: +8 Swim
Special Qualities: aura, destructive aura, aura of madness, fecund nature, immortal, item use
Languages: Common, Deep One
Treasure: NPC Gear (+1 chainmail, heavy steel shield, dagger, light crossbow, 20 bolts, +1 cloak of resistance, +2 headband of inspired wisdom, pearl of power (1st), +1 ring of protection, bone unholy symbol, unholy water, onyx gem 100gp (5), silver dust for desecrate 25gp, 564gp
Charismatic and wise Sorcerer, Deep One Hybrid; CR: 2; XP: 600; Deep One Hybrid sorcerer (marid) 3, Align: CE; Humanoid (deep one, human)
Init: +4; Senses: Low-light Vision, Perception +3
DEFENSE: AC: 10; TAC: 9; FFAC: 10 (+1 natural armor, -1 Dex); HD: 3d6+6; HP: 19; Saves: For: +2, Ref: +0, Will: +6, Resist cold 10
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +1 (1d6/x2); Ranged: dart +1 (1d4/x2);
Bloodline Spell-Like Abilities (CL 2nd; concentration +5)
6/day - frost ray (cold) (1d6+1)
Sorcerer Spells Known (CL 2nd, concentration +5);
1st - 3 - (6/day) - burning hands* (DC 15), magic missile, mage armor, obscuring mistB,
0 - 5 - (at will) - acid splash*, detect magic, light, ray of frost, read magic
Bloodline marid, B bonus spell, * elemental damage as cold
Statistics: Str: 10; Dex: 9; Con: 13; Int: 13; Wis: 17; Cha: 17; BAB: +1; CMB: +1; CMD: 10
Feats: Eschew Materials, Improved Initiative, Spell Focus (evocation), Spell Penetration
Skills: Sorcerer (2 + Int): Appraise (Int)(c), Bluff (Cha)(c), Craft (Int)(c), Fly (Dex)(c), Intimidate (Cha)(c), Knowledge (arcana) (Int)(c)+5, Knowledge (planes) (Int)(c) +6, Perception (W) +3, Profession (Wis)(c), Ride (Dex), Spellcraft (Int)(c) +7, and Stealth (Dex), Swim (S) +11, Use Magic Device (Cha)(c) Racial Modifiers: +8 Swim
Special Abilities:
Elemental Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
Frost Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Final Change (Su): A deep one hybrid ages at the same rate as a half-orc. A mere 1d12 months after a deep one hybrid reaches venerable age (at 60 years old), it dies a painful, agonizing death, only to have its body transform into that of a mature deep one. This transformation functions as the reincarnate spell, with the newly formed deep one gaining the following modifications to its physical ability scores: +6 Strength, –2 Dexterity, and +6 Constitution.
Sea Longing (Ex): Every 24 hours a deep one hybrid spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.
Take to the Water (Ex): A deep one hybrid can hold its breath 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming.
Languages: Common, Aklo
Special Qualities: bloodline marid (frost ray, elemental resistance, bloodline feat (Improved Initiative)), Bloodline Arcana (Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline),
Deep one hybrid (natural armor 1 (+1 natural armor AC). final change, sea longing, take to the water(choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes))
Treasure: NPC Gear (potion of cure light wounds, scrolls - disguise self (2), scrolls - expeditious retreat (2), scrolls - marid's mastery (2), scrolls - shield (2), wand of sleep (11 charges), alchemist's fire (2), darts (5), quarterstaff), 453 gp
Charismatic and wise Sorcerer, Deep One; CR: 2; XP: 600; Deep One sorcerer (marid) 3, Align: CE; Monstrous humanoid (aquatic, deep one)
Init: +4; Senses: Low-light Vision, Perception +3
DEFENSE: AC: 8; TAC: 8; FFAC: 8 (-2 Dex); HD: 3d6+12; HP: 25; Saves: For: +5, Ref: -1, Will: +6, Resist cold 10
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +4 (1d6+4/x2); Ranged: dart +1 (1d4+4/x2);
Bloodline Spell-Like Abilities (CL 2nd; concentration +5)
6/day - frost ray (cold) (1d6+1)
Sorcerer Spells Known (CL 2nd, concentration +5);
1st - 3 - (6/day) - burning hands* (DC 15), magic missile, mage armor, obscuring mistB,
0 - 5 - (at will) - acid splash*, detect magic, light, ray of frost, read magic
Bloodline marid, B bonus spell, * elemental damage as cold
Statistics: Str: 16; Dex: 7; Con: 19; Int: 13; Wis: 17; Cha: 17; BAB: +1; CMB: +4; CMD: 12
Feats: Eschew Materials, Improved Initiative, Spell Focus (evocation), Spell Penetration
Skills: Sorcerer (2 + Int): Appraise (Int)(c), Bluff (Cha)(c), Craft (Int)(c), Fly (Dex)(c), Intimidate (Cha)(c), Knowledge (arcana) (Int)(c)+5, Knowledge (planes) (Int)(c) +6, Perception (W) +3, Profession (Wis)(c), Ride (Dex), Spellcraft (Int)(c) +7, and Stealth (Dex) -2(+2 underwater), Swim (S) +14, Use Magic Device (Cha)(c) Racial Modifiers: +4 Stealth underwater
Special Abilities:
Elemental Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
Frost Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Deep Dweller (Ex): Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease.
Devoted (Ex): Deep ones are fanatically religious, be it to the worship of a Great Old One, an elder deep one, or some other divinity. A deep one gains one bonus skill rank per Hit Die that must be placed in Knowledge (religion), and this skill is a class skill for all deep ones.
Immortal (Ex): A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live forever. Deep ones are immune to effects that cause magical aging.
Item Use (Su): A deep one can activate spell-trigger items like staves and wands as if it were a spellcaster of the appropriate class.
Languages: Common, Aklo
Special Qualities: bloodline marid (frost ray, elemental resistance, bloodline feat (Improved Initiative)), Bloodline Arcana (Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline),
Deep one hybrid (natural armor 1 (+1 natural armor AC). final change, sea longing, take to the water(choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes))
Treasure: NPC Gear (potion of cure light wounds, scrolls - disguise self (2), scrolls - expeditious retreat (2), scrolls - marid's mastery (2), scrolls - shield (2), wand of sleep (11 charges), alchemist's fire (2), darts (5), quarterstaff), 453 gp
Deep One, Elder; CR: 14; XP: 38,400; Align: CE; Gargantuan monstrous humanoid (aquatic, deep one)
Init: +5; Senses: darkvision 60 ft., low-light vision; Perception +24; Aura cloak of chaos (DC 22), staggering presence (180 ft., DC 21)
DEFENSE: AC: 29; TAC: 11; FFAC: 24 (+4 deflection, +1 Dex, +18 natural, -4 size); HD: 15d8+135; HP: 202; regeneration 10 (fire); Saves: For: +18, Ref: +16, Will: +19; SR: 25; DR: 10/magic and piercing; Immune: cold, disease, Resist acid 10, electricity 10
OFFENSE: Speed: 30 ft., swim 60 ft.; Melee: bite +24 (2d8+13/19-20), 2 claws +24 (2d6+13/19-20); Ranged: ; Space: 20 ft.; Reach: 20 ft.; Special Attacks: devastating strike, staggering presence;
Spell-Like Abilities: (CL 14th; concentration +18)
Constant—cloak of chaos (DC 22), freedom of movement
At will—dream, hold monster (DC 19)
3/day—black tentacles, demand (DC 22), insanity (DC 21), nightmare (DC 19)
1/day—dominate monster (DC 23), symbol of insanity (DC 22)
1/week—binding (DC 22)
Statistics: Str: 36; Dex: 12; Con: 28; Int: 19; Wis: 23; Cha: 19; BAB: +15; CMB: +32 (+34 bull rush); CMD: 47 (49 vs. bull rush)
Feats: Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills: Monstrous Humanoid: (4+Int/HD) Climb (S)(c), Craft ( ) (I)(c), Fly (D)(c), Intimidate (Ch)(c) +22, Knowledge (arcana) +19, Knowledge (religion)(c) +19, Perception (W)(c) +24, Ride (D)(c), Sense Motive (W) +21, Stealth (D)(c) +7, Survival (W)(c), Swim (S)(c) +39, Use Magic Device (Ch*) +19; Racial Modifiers:
Special Abilities:
Deep Dweller (Ex): Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease.
Devastating Strike (Ex): An elder deep one ignores the first 10 points of hardness when it damages an object with its claws. A creature struck with a critical hit from an elder deep one’s claw must succeed at a DC 30 Fortitude save or be stunned for 1 round. The save DC is Strength-based.
Deific: An elder deep one can grant divine spells to its worshipers. Granting spells does not require any specific action on the elder deep one’s behalf. Elder deep ones grant access to the domains of Chaos, Evil, Madness, and Water. Their symbols vary, but their favored weapon is the claw.
Devoted (Ex): Deep ones are fanatically religious, be it to the worship of a Great Old One, an elder deep one, or some other divinity. A deep one gains one bonus skill rank per Hit Die that must be placed in Knowledge (religion), and this skill is a class skill for all deep ones.
Immortal (Ex): A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live forever. Deep ones are immune to effects that cause magical aging.
Item Use (Su): A deep one can activate spell-trigger items like staves and wands as if it were a spellcaster of the appropriate class.
Mind Reflection (Ex): Any mind-affecting effect that fails to affect an elder deep one is reflected back on the source, affecting the original caster as if by spell turning, treating the elder deep one as the controller and source of the spell.
Staggering Presence (Ex): This ability functions as frightful presence, except that a creature that fails its save is also staggered as long as it remains in the area of effect, and for an additional 1d6 rounds after leaving that area. This is a mind-affecting fear effect.
Languages: Aklo, Common
Special Qualities: amphibious, deep dweller, deific, immortal, item use
Environment: any water
Organization: solitary or pair
Treasure: triple, 30,000 gp
"The frame of this immense monstrosity is humanoid, but its ichthyic visage is that of a deep-sea predator."
A few deep ones never stop growing over the eons of their endless lives. Many elder deep ones claim the names of monsters or gods for their own—Mother Hydra and Father Dagon being two of the more legendary of their kind. Elder deep ones ascend to the status of near-gods in deep one society, towering over their kin and ruling their sunken cities. Just as they are worshiped, so do the elder deep ones worship the Great Old Ones and Outer Gods themselves.