“Deep One Scion” is an acquired template that can be added to any deep one hybrid (referred to hereafter as the base creature).
Challenge Rating: Same as the base creature +1.
Type: The creature gains the aquatic and deep one subtypes, and gains all deep one traits, as detailed above. If the base creature was a humanoid, it loses all subtypes it possessed as a humanoid, retaining only the aquatic and deep one subtypes it gains from this template (it retains all abilities granted by its previous type, such as a human’s bonus feat and skill ranks).
Armor Class: A deep one scion gains a +5 natural armor bonus; this does not stack with any natural armor bonus the base creature may have. If the base creature’s natural armor bonus is higher, it retains that bonus instead.
Defensive Abilities: A deep one scion is unharmed by the negative effects of cold temperatures and has cold resistance 5. It also gains the following defensive ability.
Deep Dweller (Ex)
Deep one scions are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease.
Weakness(es): A deep one scion loses the sea longing weakness it possessed as a deep one hybrid.
Speed: A deep one scion gains a swim speed of 40 feet.
Attacks: A deep one scion retains the base creature’s natural attacks, and gains two claw attacks if it didn’t already possess them. These claw attacks inflict damage as normal for a creature of the deep one scion’s size (1d4 for Medium creatures).
Ability Score Modifiers: Strength +4, Constitution +4, Intelligence +2, Wisdom +4. A deep one scion loses all penalties it gained from advanced age as a deep one hybrid, but retains any bonuses to ability scores it gained from advanced age.
Feats: Deep one scions gain Deep One Legacy as a bonus feat. They do not need to meet the prerequisites for this bonus feat, but if they wish to take the feat again, they must meet its minimum Constitution requirement as normal.
Skills: Deep one scions are fanatically religious, typically clinging to the worship of Cthulhu or one of their own transcended ancestors like Father Dagon or Mother Hydra. A deep one scion 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 one scions. If the creature already possesses ranks in Knowledge (religion), it only gains additional ranks up to the maximum permitted by its hit dice or class levels. In addition, Perception, Stealth, Swim, and Use Magic Device are class skills for deep one scions. As deep one scions have a swim speed, they gain a +8 racial bonus on Swim checks (this bonus replaces the +4 racial bonus the creature possessed as a deep one hybrid).
Languages: A deep one scion learns Deep One as a bonus language.
Special Qualities: All deep one scions lose the final change and hold breath qualities they possessed as deep one hybrids. They gain the amphibious universal monster ability, as well as the following special qualities.
Fecund Nature (Ex)
A deep one scion can interbreed with any living vertebrate creature. Creatures born as a result of this interbreeding are treated as the same type of creature as the non-deep one parent but gain the deep one hybrid template.
A deep one scion does not age.
Barring death from violence, disease, or misadventure, a deep one scion can live forever. Deep one scions are immune to the effects of magical aging.
Item Use (Su)
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.