Atlantean Deep One Hunter
Medium Humanoid (Deep One), Neutral Evil
Armor Class 14 (natural armor)
Hit Points 32 (5d8+10)
Speed 30 ft., swim 40 ft.
Attributes
Str: 15 (+2)
Dex: 12 (+1)
Con: 14 ( +2)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 8 (-1)
Saving Throws Wis +3
Skills Perception +5, Stealth +3
Senses darkvision 120 ft., passive Perception 15
Languages Deep One, Undercommon
Challenge 1 (200 XP) • Proficiency Bonus +2
TRAITS
Amphibious.
The Deep One can breathe both air and water.
Slippery.
The Deep One has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity.
While in sunlight, the Deep One has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Otherworldly Perception.
The Deep One can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Bioluminescent Lure (Angler Antennae).
The Deep One sheds dim light in a 15-foot radius. As a bonus action, it can intensify this lure. One creature within 20 feet that can see it must succeed on a DC 11 Wisdom saving throw or be Charmed until the end of the Deep One’s next turn.
While charmed in this way, the creature is drawn toward the Deep One’s light — it has disadvantage on Wisdom (Perception) checks made to notice creatures other than the Deep One.
A creature that succeeds on the saving throw is immune to this effect for 24 hours.
ACTIONS
Multiattack.
The Deep One makes two attacks: one with its claws and one with its bite.
Claws.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) slashing damage.
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
REACTIONS
Abyssal Reflexes.
When a creature the Deep One can see enters the water within 10 feet of it, the Deep One may move up to half its swim speed without provoking opportunity attacks.
Notes
- Deep Ones are either degenerated citizens of sunken Atlantis, or possibly an experiment out on Bimini Road that has managed to break loose from their confines and terrorize mortal coasts. They are known for their pale to dark green skin, red or yellow eyes, and a soft glowing yellow antennae that acts as a focal point for their Power.
- They are a current threat that shore dwelling mortal, boater, and a coastal monster hunter Jack Cunning often deals with as either lone threats, or minions to ambitious and terrible individuals who want to unlock and harness the secrets of Atlantis for their own personal gain.
- Each Deep One appears to possesse a modicum of Occult Lore dating back the centuries. The only problem is getting one to talk, and if revealing their secrets will break one's sanity.

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