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Deep One Hybrid Cleric 1

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This elderly man's wide-mouthed, staring countenance and webbed hands suggest a sinister taint in his bloodline.

Deep One Hybrid CR 1/2

XP 200
Deep one hybrid cleric 1
CE Medium humanoid (deep one, human)
Init +4; Senses low-light vision; Perception +4


AC 13, touch 10, flat-footed 13 (+2 armor, +1 natural)
hp 12 (1d8+4)
Fort +5, Ref +0, Will +5


Speed 20 ft., swim 30 ft.
Melee mwk dagger +2 (1d4+1/19–20)
Special Attacks channel negative energy 2/day (DC 9, 1d6)
Cleric Spell-Like Abilities (CL 1st; concentration +4)

6/daytouch of chaos, vision of madness

Cleric Spells Prepared (CL 1st; concentration +4)

1stcause fear (DC 14), cure light wounds, lesser confusion D (DC 14)
0 (at will)bleed (DC 13), light, resistance

D domain spell; Domains Chaos, Madness


Str 13, Dex 10, Con 17, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +1; CMD 11
Feats Improved Initiative
Skills Knowledge (religion) +4, Perception +4, Swim +9; Racial Modifiers +8 Swim
Languages Aklo, Common
SQ final change, sea longing, take to the water


Final Change (Su)

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.

Sea Longing (Ex)

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 Will save or take 1 point of Wisdom drain.

Take to the Water (Ex)

A deep one hybrid can hold its breath 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming.

A deep one hybrid has a swim speed of 30 feet, and gains a +8 racial bonus on all Swim checks.