Deep One Hybrid

Deep ones are as at ease dwelling in the most remote of ocean trenches as they are in the shallows that hug secluded shorelines, although their favorite haunts combine the two. The largest deep one cities are located at places not far off shore but nestled in vast submerged canyons unusually close to those coastlines. This proximity allows deep ones to pursue one of their favorite goals—commingling with and corrupting surface-dwelling humanoids. Deep ones do so not out of a biological need but as a way to spread their blasphemous religion above the ocean waves. The hybrid children of deep ones and humans form a race of their own. These offspring typically live near others of their kind, assuming positions of leadership in their small towns. A deep one’s gray-green hide glistens with moisture, and saliva dribbles from its fishlike maw.

Deep Devotees. Deep ones usually worship the alien entities known as the Outer Gods or the Great Old Ones, with Cthulhu the foremost among them. Deep one settlements that contain a deep one elder instead typically venerate that powerful deep one, who in turn serves one of the eldritch gods. Underwater wielders. Deep ones prefer to fight with their claws. If they do resort to manufactured weapons, they prefer piercing ones, as these function best underwater. They can also use wands and staves; deep ones who pursue the study of more powerful magic often learn to create magic items for their weaker kinfolk to wield.

Immortal. 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.

Deep Dweller. 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.

Deep One Bishop. Deep one bishops incite religious fervor in their kinfolk and promote their chosen deities as the greatest among the Outer Gods.

Hybrid Horrors. Deep one hybrids are the spawn of humans and deep ones. They are most comfortable with others of their kind, and typically cluster in small, insular settlements where they can assume positions of authority. They keep any humans within their towns subservient and cowed, making sure those other residents know better than to act against local laws. Though deep ones are devoutly religious, they usually cloak their true beliefs under a façade of more conventional worship, believing that by doing so they can avoid suspicion from visitors and nearby societies.

Deep One Hybrid Traits

Ability Score Increase. Your Wisdom score increases by 2 and your Constitution score increases by 1.

Age. Deep one hybrids mature slightly faster than their human ancestors, reaching adulthood about age 14. They age noticeably faster than humans, and go through their Final Change soon after reaching age 60.

Alignment. Deep one hybrids tend towards evil, often rising to a position of power in their community and controlling the populace through fear. To outsiders they may appear lawful, with organized religion and hierarchy, but this is largely for show.

Size. Deep one hybrids are often oversized, with a thick skin and layers of fatty tissue around the middle. They often have bulging, watery eyes and wide mouths which seem out of scale with their narrow heads. Your size is medium. Speed. Deep one hybrids walk with a shuffling, lurching gait. Your base walking speed is 20 feet. You have a swim speed of 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey.

Sea Longing. 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 Wisdom save or gain one level of exhaustion.

Take to the Water. You can hold your breath for a number of minutes equal to 1 + your Constitution score (not bonus, as is normal for most air-breathing creatures). In addition, you gain a +2 bonus on Initiative checks and on Dexterity saving throws while swimming.

Final Change. 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.

Languages. You can speak, read, and write Common and Aklo.

Section 15: Copyright Notice

The Dragon’s Hoard #28 © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Darrin Drader, James-Levi Cooke.

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