Deep One

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This lumbering creature's gray-green hide glistens with moisture, and saliva dribbles from its fishlike maw.

Deep One CR 1

XP 400
CE Medium monstrous humanoid (aquatic, deep one)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +7

DEFENSE

AC 12, touch 9, flat-footed 12 (–1 Dex, +3 natural)
hp 17 (2d10+6)
Fort +5, Ref +2, Will +5
Defensive Abilities deep dweller, immortal; Resist cold 5

OFFENSE

Speed 20 ft., swim 40 ft.
Melee 2 claws +5 (1d4+3)

STATISTICS

Str 17, Dex 9, Con 16, Int 12, Wis 15, Cha 10
Base Atk +2; CMB +5; CMD 14
Feats Great Fortitude
Skills Intimidate +5, Knowledge (religion) +6, Perception +7, Stealth +4 (+8 underwater), Survival +7, Swim +16; Racial Modifiers +4 Stealth underwater
Languages Aklo, Common
SQ amphibious, devoted, item use

SPECIAL ABILITIES

Deep Dweller (Ex)

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.

Devoted (Ex)

Deep ones are fanatically religious, be it to the worship of a Great Old One, an elder deep one, or some other divinity. A deep one gains one bonus skill rank per Hit Die that must be placed in Knowledge (religion), and this skill is a class skill for all deep ones.

Immortal (Ex)

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.

Item Use (Su)

A deep one can activate spell-trigger items like staves and wands as if it were a spellcaster of the appropriate class.