Appendix: New Monsters

Cthulhu Mythos Horrors

Deep One: CR 2; Medium-sized monstrous humanoid (aquatic); HD 3d8+3; hp 16 (average); Init +0; Spd 30 ft., swim 40 ft.; AC 15 (+5 natural); Atk +5 melee (1d4+2, claws; or 1d8+2, shortspear; SQ amphibious (able to survive indefinitely on land), darkvision (60 ft.); SV Fort +4, Ref +3, Will +3; Str 15, Dex 11, Con 12, Int 13, Wis 11, Cha 8; AL NE.

Skills and Feats: Craft or Knowledge (any one) +5, Hide +4, Listen +6, Move Silently +4, Spot +6, Swim +14 (includes +8 racial bonus to Swim); Alertness, Great Fortitude.

Deep Ones have their own language, and may learn others, though they speak with a distinctly croaking voice. Their favored class is cleric, and leaders are almost always clerics or warriors. Nearly all Deep Ones worship Cthulhu, whose domains are Chaos, Destruction, Evil, Strength, and Water.

Deep Ones have been known to interbreed with humans in coastal villages where the cult of Cthulhu holds sway. A typical hybrid is HD 1d8, Str 12, Dex 10, Con 10, Int 9, Wis 9, Cha 9, Deep One blood, and a +4 racial bonus to Swim. At age 1d20+20, a hybrid will begin to add new monster HD (d8) as it slowly transforms into a full Deep One. At 2 HD, it becomes Amphibious and has a +8 racial bonus to Swim. At 3 HD, the transformation is complete.

Converted from Advanced Dungeons & Dragons, 2nd Edition

Barracuda, Small (1, or 2d6): CR 1/4; Small animal; HD 1d8+1; hp 5 (average); Init +2 (Dex); Spd swim 80 ft.; AC 14 (+2 Dex, +1 size, +1 natural); Atk +2 melee (1d6, bite); SV Fort +3, Ref +4, Will +1; AL N; Str 11, Dex 15, Con 13, Int 1, Wis 12, Cha 2.

Skills and Feats: Hide +5, Intimidate -2, Listen +5, Spot +5; Weapon Finesse (bite).

Barracuda, Medium (1, or 2d6): CR 1/2; Medium-sized animal; HD 2d8+2; hp 11 (average); AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d6+1, bite); SV Fort +4, Ref +5, Will +1; AL N; Str 13; otherwise as Small Barracuda.

Barracuda, Large (1, or 2d6): CR 1; Large animal; HD 3d8+3; hp 16 (average); AC 14 (+2 Dex, -1 size, +3 natural); Atk +4 melee (1d8+2, bite); SV Fort +4, Ref +5, Will +2; AL N; Str 15; no feats; otherwise as Small Barracuda.

Dragonfish (1): CR 1/2; Tiny animal; HD 1d8+1; hp 5 (average); Init +2 (Dex); Spd swim 15 ft.; AC 14 (+2 Dex, +2 size); Atk +0 melee (1d6-2, bite) or +4 melee (1 each, x6 spines); SV Fort +3, Ref +4, Will +2; AL N; Str 6, Dex 14, Con 12, Int 1, Wis 12, Cha 2.

Skills and Feats: Hide +6, Spot +5; Weapon Finesse (spines).

Special Attacks: Poison (Fortitude save, DC 13, temporary damage 1d4 Dex/1d4 Dex).

Eel, Electric (1-3): CR 2; Medium-sized animal; HD 2d8+2; hp 11 (average); Init +1 (Dex); Spd swim 30 ft.; AC 11 (+1 Dex); Atk +0 melee (1d4-1, bite); SV Fort +4, Ref +4, Will +1; AL N; Str 8, Dex 13, Con 13, Int 1, Wis 12, Cha 2.

Skills and Feats: Listen +6, Spot +6.

Special Attacks: Electric shock (15 ft. radius burst; damage 3d8 within 5 ft., 2d8 within 10 ft., 1d8 within 15 ft.; requires one hour to recharge between shocks).

Special Qualities: Electricity immunity.

Eel, Moray (1-4): CR 1; Medium-sized animal; HD 3d8+3; hp 16 (average); Init +6 (+4 Improved Initiative, +2 Dex); Spd swim 20 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1d8+1, bite); SV Fort +4, Ref +5, Will +1; AL N; Str 12, Dex 15, Con 13, Int 1, Wis 12, Cha 2.

Skills and Feats: Hide +7, Listen +6, Spot +6; Improved Initiative.

Stingray (1-3): CR 1/2; Small animal; HD 1d8+1; hp 5 (average); Init +2 (Dex); Spd swim 20 ft.; AC 13 (+2 Dex, +1 size); Atk +3 melee (1d4-2, stinger); SV Fort +3, Ref +4, Will +1; AL N; Str 6, Dex 15, Con 12, Int 1, Wis 12, Cha 2.

Skills and Feats: Hide +8, Listen +6, Spot +6; Weapon Finesse (stinger).

Special Attacks: Poison (Fortitude save, DC 13, damage paralysis [1d4 hours]/0).