5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Aberrations >

Deep One

Medium monstrosity (mythos), chaotic evil

Armor Class 12 (natural armor)
Hit Points 26 (4d8+8)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 15 (+2) 12 (+1) 14 (+2) 10 (+0)

Skills Religion +3, Stealth +3
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech
Challenge 2 (50 XP)

Special Traits

  • Amphibious. The deep one can breathe air and water.
  • Item Use. A deep one can use magic items as though it were a cleric, warlock, or wizard.

Actions

  • Claws. Melee Weapon Attack: +4 to hit, 5 ft. reach. Hit: 7 (2d4 + 2) slashing damage.

About

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 facade of more conventional worship, believing that by doing so they can avoid suspicion from visitors and nearby societies.

Section 15: Copyright Notice

Pirate Campaign Compendium © 2018, Legendary Games; Lead Designer Jason Nelson. Authors: Alex Augunas, Jeff Gomez, Matt Goodall, Jim Groves, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Lyz Liddell, Thomas J. Phillips, Alistair J. Rigg, Alex Riggs, Loren Sieg, Neil Spicer, Todd Stewart, Rachel Ventura, Michael D. Welham, Linda Zayas-Palmer.