The frame of this immense monstrosity is humanoid, but its ichthyic visage is that of a deep-sea predator.
Elder Deep One CR 14
AC 29, touch 11, flat-footed 24 (+4 deflection, +1 Dex, +18 natural, –4 size)
hp 202 (15d8+135); regeneration 10 (fire)
Fort +18, Ref +16, Will +19
Defensive Abilities mind reflection; DR 10/magic and piercing;
Immune cold, disease; Resist acid 10, electricity 10; SR 25
Speed 30 ft., swim 60 ft.
Melee bite +24 (2d8+13/19–20), 2 claws +24 (2d6+13/19–20)
Space 20 ft.; Reach 20 ft.
Special Attacks devastating strike, staggering presence
Spell-Like Abilities (CL 14th; concentration +18)
Constant—cloak of chaos (DC 22), freedom of movement
At will—dream, hold monster (DC 19)
3/day—black tentacles, demand (DC 22), insanity (DC 21), nightmare (DC 19)
1/day—dominate monster (DC 23), symbol of insanity (DC 22)
1/week—binding (DC 22)
Str 36, Dex 12, Con 28, Int 19, Wis 23, Cha 19
Base Atk +15; CMB +32 (+34 bull rush); CMD 47 (49 vs. bull rush)
Feats Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Intimidate +22, Knowledge (arcana, religion) +19, Perception +24, Sense Motive +21, Stealth +7, Swim +39, Use Magic Device +19
Languages Aklo, Common
SQ amphibious, deep dweller, deific, immortal, item use
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.
An elder deep one ignores the first 10 points of hardness when it damages an object with its claws. A creature struck with a critical hit from an elder deep one’s claw must succeed at a DC 30 Fortitude save or be stunned for 1 round. The save DC is Strength-based.
An elder deep one can grant divine spells to its worshipers. Granting spells does not require any specific action on the elder deep one’s behalf. Elder deep ones grant access to the domains of Chaos, Evil, Madness, and Water.
Their symbols vary, but their favored weapon is the claw.
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.
Any mind-affecting effect that fails to affect an elder deep one is reflected back on the source, affecting the original caster as if by spell turning, treating the elder deep one as the controller and source of the spell.
This ability functions as frightful presence, except that a creature that fails its save is also staggered as long as it remains in the area of effect, and for an additional 1d6 rounds after leaving that area. This is a mind-affecting fear effect.
Environment any water
Organization solitary or pair
A few deep ones never stop growing over the eons of their endless lives. Many elder deep ones claim the names of monsters or gods for their own—Mother Hydra and Father Dagon being two of the more legendary of their kind. Elder deep ones ascend to the status of near-gods in deep one society, towering over their kin and ruling their sunken cities. Just as they are worshiped, so do the elder deep ones worship the Great Old Ones and Outer Gods themselves.
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.