Seabeast Hunter

Although the gnorri live at peace with many denizens of the deep, spending much of their lives building and fostering alliances with aquatic animals, they would be the first to admit that not everything that swims in the sea is worth befriending. Krakens, shoggoths, merrow, and a wide range of Mythos creatures comprise some of the greatest and most terrifying threats to the gnorri. The seabeast hunter is a necessary response to the awful truth of these dangerous denizens of the deep.

Intimidating Trophy

When you choose this archetype at 3rd level, you learn to use trophies claimed from the bodies of slain sea beasts.

You gain proficiency with leatherworker’s tools; if you have proficiency with them by another means, you add double your proficiency bonus to ability checks with them, instead of your normal proficiency bonus. You can use leatherworker’s tools as an action to collect a trophy from a dead creature of Large or larger size with a swimming speed as an action. You must have helped defeat it for the trophy to have any effect. While you display the trophy, you gain a +2 bonus on ability checks and saving throws against creatures of the same species. You can maintain and display up to three trophies at a time. Maintained trophies don’t rot; maintaining a trophy requires only a little effort with leatherworker’s tools during a short or long rest once per week.

Sea Hunter

At 3rd level, you mimic the agility of your prey.

Choose one of the following benefits.

Sea Strangler. When you are hit or missed by a melee attack underwater or when you are hit or missed by a melee attack from a Large or larger creature, you can use your reaction to attempt to grapple the attacker.

If you were already grappling the target, you can instead use your reaction to make a melee attack against the attacker. You have advantage on your ability check in the contest or your attack roll. While underwater, you can grapple creatures of any size, but attempting to escape your grapple requires only a bonus action for creatures more than one size category larger than you.

Underbelly Shot. When you hit a Large or larger creature with a ranged attack or hit any creature with an attack while you are prone or swimming, you deal an extra 1d8 damage. You can deal this extra damage only once each turn. Additionally, you don’t have disadvantage on attack rolls while prone.

Shark’s Nose

Starting at 3rd level, you have advantage on Wisdom (Perception) checks that rely on smell. In addition, you have advantage on Wisdom (Survival) checks made to track creatures underwater by smell (the base DC to track by smell underwater is generally 20). When you identify a Large or larger creature or creature with a swimming speed this way, you can make an Intelligence check as an action. For every 5 points of the result, you learn one of the creature’s damage vulnerabilities, resistances, or immunities of the GM’s choice.

Aquatic Combatant

At 7th level, your swimming speed increases by 10 feet.

Additionally, magical effects can’t reduce your swimming speed or cause you to be restrained while underwater. On your turn, you can spend half your movement to escape automatically from nonmagical restraints or being grappled.

Superior Sea Hunter

At 11th level, choose one of the following benefits.

Breaching Charge. When you swim at least 10 feet in a straight line, you gain advantage on your next melee attack roll and you can jump as far as your remaining swimming movement vertically or twice that distance horizontally.

Superior Underbelly Shot. When you hit a Large or larger creature with a ranged attack or hit any creature with an attack while you are prone or swimming, you deal an extra 2d8 damage. You can deal this extra damage only once each turn. The damage is in addition to any from Underbelly Shot. Additionally, you don’t have disadvantage on attack rolls while prone.

Vibration Sense

At 15th level, you learn to reshape some of your scales to react to movement. You gain blindsight with a radius of 20 feet. If you are touching water, the radius extends to 40 feet through the water.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.