Deep One Scion CR 7
Speed 20 ft., swim 40 ft.
Melee bite +9 (1d6+4), 2 claws +9 (1d4+4)
Special Attacks channel negative energy 5/day (DC 15, 4d6)
Cleric Spell-Like Abilities (CL 7th; concentration +13)
9/day—touch of chaos, vision of madness
Cleric Spells Prepared (CL 7th; concentration +13)
4th—confusion D (DC 20), divine power, unholy blight (DC 20)
3rd—blindness/deafness (DC 19), cure serious wounds, dispel magic, rage D
2nd—bull’s strength, cure moderate wounds (2), hold person (DC 18), spiritual weapon, touch of idiocy D
1st—command (DC 17), cure light wounds (2), divine favor, protection from law D, sanctuary (DC 17), shield of faith
0 (at will)—bleed (DC 16), detect magic, mending, read magic
D domain spell; Domains Chaos, Madness
Str 18, Dex 6, Con 20, Int 14, Wis 22, Cha 15
Base Atk +5; CMB +9; CMD 18
Feats Combat Casting, Deep One Legacy (overwhelming bite)B, Improved Initiative, Lightning Reflexes, Selective Channeling, Toughness
Skills Knowledge (local) +9, Knowledge (religion) +12, Perception +13, Spellcraft +12, Swim +30, Use Magic Device +12; Racial Modifiers +8 Swim
Languages Common, Deep One
SQ fecund nature, immortal, item use
When a deep one hybrid finally undergoes the change, it transforms in a painful but mercifully swift series of mutations into a deep one scion. Humanoids who undergo this change are usually indistinguishable from full-blooded deep ones, but other creatures that become deep one scions can take a wide range of unpleasant and disturbing forms.
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.