Deep One Hybrid

Level 1
Creature· humanMediumRemaster
AC 16
HP 20
Speed 25 ft.
Fort +7
Ref +5
Will +9
Perc +9
Size Medium
Common
Resistances piercing 2
Spells
Divine Prepared Spells (DC 17, attack +9)
Cleric Domain Spells (DC 17, attack +0)
Languages aklo, common
Senses low-light-vision
Speeds 25 ft., swim 30 ft.
Skills religion +7, deception +5, arcana +4, athletics +4, society +4
Recall Knowledge society DC 15

Attacks

Melee Dagger +4/+0/-4(agile, finesse, versatile S)
Damage: 1d4+1 piercing
Melee Dagger +4/+0/-4(agile, thrown 10 ft., versatile S)
Damage: 1d4+1 piercing
Melee Trident +4/-1/-6
Damage: 1d8+1 piercing
Melee Trident +4/-1/-6(thrown 20 ft.)
Damage: 1d8+1 piercing

Abilities

Natural Swimmerinteraction

The deep one hybrid can hold their breath underwater for 10 minutes and gains a +2 circumstance bonus to initiative rolls and Reflex saves while swimming.

Ocean's Calldefensive

A deep one hybrid that remains 10 or more miles from the sea for 24 hours becomes Stupefied 1. This effect is removed only once the hybrid returns to the sea.

Description

Whether from their devout faith to Dagon or their own biological lineage, some humans display physical indicators of their connection to deep ones.


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.