Deep One Cultist

Deep One Cultist CR 1/2

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

DEFENSE

AC 15, touch 10, flat-footed 15 (+3 armor, +1 natural, +1 shield)
hp 12 (1d8+4)
Fort +5, Ref +0, Will +5

OFFENSE

Speed 20 ft., swim 30 ft.
Melee dagger +1 (1d4+1/19–20)
Ranged pistol +0 (1d8/x4)
Special Attacks channel negative energy 2/day (DC 9, 1d6)
Cleric Spell-Like Abilities (CL 1st; concentration +4)

  • 6/day—touch of chaos, vision of madness

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

D domain spell; Domains Chaos, Madness

STATISTICS

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 +7; Racial Modifiers +8 Swim
Languages Aklo, Common
SQ final change, sea longing, take to the water

ABOUT

Environment any urban
Organization solitary, cult (2–12), or township (13+)
Treasure NPC gear (dagger, pistol with 5 bullets and 5 doses of black powder, studded leather armor, buckler, other treasure)

Pureblood 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.

A pureblood deep one typically stands about 7 feet tall, but its hunched gait and lumbering stance can make it appear shorter when it shambles ashore. An average deep one weighs 300 pounds.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

scroll to top