Cleric, Xellix, Deep One Scion; CR: 9; XP: 6,400; Deep One Scion female 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
Destruction
Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.
Madness
Domain Spells: 1st—confusion (lesser), 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.