Mythic Deep One

Mythic Deep One CR 2/MR 1

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


AC 13, touch 9, flat-footed 13 (–1 Dex, +4 natural)
hp 27 (2d10+16)
Fort +5, Ref +2, Will +5
Defensive Abilities deep dweller, heretical shroud, immortal; Resist cold 5


Speed 20 ft., swim 40 ft.
Melee 2 claws +5 (1d4+3)
Special Attacks mythic power (1/day, surge +1d6), rend faith


Str 17, Dex 9, Con 16, Int 12, Wis 15, Cha 10
Base Atk +2; CMB +5; CMD 14
Feats Great Fortitude mf
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


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

Heretical Shroud (Ex)

Mythic deep ones gain a +4 bonus on saving throws against divine spells, as well as spell-like and supernatural domain powers, revelations, channeled energy, and similar class features of divine spellcasting classes. Divination effects created by a divine spellcaster automatically fail against a mythic deep one unless the caster succeeds on a DC 15 caster level check (DC 20 for scrying effects). Even if the caster succeeds on this check, a mythic deep one can expend one use of mythic power as an immediate action to force the caster to reroll the check; if this check fails, the divination fails

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

Rend Faith (Su)

When a mythic deep one strikes a creature capable of casting divine spells with both claws in the same round, it may choose to rend that target, dealing an additional 1d4+4 points of damage. Instead of dealing additional damage, the mythic deep one may choose to rend the target’s faith instead, causing the target becomes unable to cast spells or use any spell-like or supernatural class features of a divine spellcasting class for 1 round (DC 13 Will negates). The save DC is Wisdom-based.


Environment any water
Organization solitary, gang (2–5), cult (6–12), or shoal (13+)
Treasure standard (wand of protection from good [5 charges], other treasure)

Mythic deep ones are imbued with a terrible eldritch power that shakes the faith and morality of creatures they encounter. The taint they bear of the Outer Gods and Great Old Ones shatters the bonds of dogma and unsettles the confidence of the pious as they infiltrate and corrupt wherever they roam.

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

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