Deep One Hybrid Cleric 1

This elderly man’s wide-mouthed, staring countenance and webbed hands suggest a sinister taint in his bloodline.

Deep One Hybrid CR 1/2

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


AC 13, touch 10, flat-footed 13 (+2 armor, +1 natural)
hp 12 (1d8+4)
Fort +5, Ref +0, Will +5


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

6/daytouch of chaos, vision of madness

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

1stcause fear (DC 14), cure light wounds, lesser confusion D (DC 14)
0 (at will)bleed (DC 13), light, resistance

D domain spell; Domains Chaos, Madness


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 +9; Racial Modifiers +8 Swim
Languages Aklo, Common
SQ final change, sea longing, take to the water


Final Change (Su)

A deep one hybrid ages at the same rate as a half-orc. A mere 1d12 months after a deep one hybrid reaches venerable age (at 60 years old), it dies a painful, agonizing death, only to have its body transform into that of a mature deep one. This transformation functions as the reincarnate spell, with the newly formed deep one gaining the following modifications to its physical ability scores: +6 Strength, –2 Dexterity, and +6 Constitution.

Sea Longing (Ex)

Every 24 hours a deep one hybrid spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.

Take to the Water (Ex)

A deep one hybrid can hold its breath 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming.

A deep one hybrid has a swim speed of 30 feet, and gains a +8 racial bonus on all Swim checks.


Environment any urban
Organization solitary, cult (2–12), or township (13+)
Treasure NPC gear (masterwork dagger, leather armor, other treasure)

Deep one hybrids are the spawn of humans and deep ones. They are most comfortable with others of their kind, and typically cluster in small, insular settlements where they can assume positions of authority. They keep any humans within their towns subservient and cowed, making sure those other residents know better than to act against local laws. Though deep ones are devoutly religious, they usually cloak their true beliefs under a facade of more conventional worship, believing that by doing so they can avoid suspicion from visitors and nearby societies.

Section 15: Copyright Notice

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.

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