Deep One (3.5e Creature)

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Deep One[edit]

Size/Type: Large Aberration (aquatic)
Hit Dice: 20d8+140 (300 hp)
Initiative: +8
Speed: 50 ft. (10 squares), Climb 25 ft., Swim 50 ft.
Armor Class: 30 (-1 large, +4 dex, +27 natural), touch 13, flat-footed 26
Base Attack/Grapple: +15/+33
Attack: Claw +30 melee (3d8+15/17-20 x4) or slam +30 melee (4d8+15/18-20 x4)
Full Attack: 2 claws +30 melee (3d8+15/17-20 x4) and two slams +25 melee (4d8+7/18-20 x4) and bite +25 melee (2d8+7/19-20 x3).
Space/Reach: 10 ft./10 ft.
Special Attacks: aura of madness, frightful presence, improved grab, pounce, rend.
Special Qualities: amphibious, damage reduction 15/adamantine and magic, fast healing 10, regeneration 5, spell resistance 33.
Saves: Fort +20, Ref +14, Will +18
Abilities: Str 40, Dex 18, Con 22, Int 18, Wis 18, Cha 18
Skills: Bluff +10, Climb +18*, Intimidate +12, Knowledge (religion) +10, Listen +10, Search +10, Sense Motive +10, Spot +10, Survival +10, Swim +18*. 7
Feats: Alertness, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative^B, Improved Toughness, Iron Will, Lightning Reflexes.
Environment: Cold aquatic
Organization: Solitary, pair, scout (2-8 plus 1 2nd-10th level leader), raiding party (8-32 plus 4 2nd-10th level sergeants, plus 1 11th-15th level leader), and assault force (32-128 plus 16 2nd-10th level sergeants plus 8 11th-15th level lieutenant plus 4 16th-20th level captain plus 1 21st-26th level leader).
Challenge Rating: 20
Treasure: standard
Alignment: usually chaotic evil
Advancement: 21-30 (Large), 31-40 (Huge), 41-50 (Gargantuan), 51-60 (Colossal), 61+ (Colossal+) or by character levels
Level Adjustment:

You hear something pounding on the door; suddenly the door is sent flying of its hinges and a horrible fish creature comes through, it's gill slits show true, yet somehow it's breathing on land, it has what looks like mandibles on both sides of it's jaw, it's body ripples with muscles, it's scales look harder than steel and it lunges at you

The spawn of Dagon, Hydra, and Cthulhu, Deep Ones are stronger and more vicious than a giant. They are infamous for their ability to smash through any obstacle, while shrugging off most attacks with ease.


Deep Ones are tenacious, ruthless, and rather direct in their attacks. Typically, they attempt to neutralize spell casters first, before turning on other opponents. If they have the advantage of numbers, Deep Ones simply swarm their enemies

Improved Grab (Ex): If a deep one makes a successful claw attack against a creature at least one size category smaller than it, it can initiate a pin as a free action.

Constrict (Ex): Each round a deep one maintains a pin, it deals 6d8+15 damage.

Rend (Ex): If a deep one pounces and hits with at least two of its attacks, it immediately deals 6d8+15 damage.

Pounce (Ex): If a deep one charges it can make a full attack.

Regeneration (Ex): Only fire and weapons with an enhancement bonus of at least +5 deal lethal damage to a deep one.

Aura of Madness (Su): Anything within 100 feet of a deep one must succeed on a Will save DC 30 or go insane as per the spell insanity. For every other Deep One within 30 ft., this DC increases by 2, to a maximum of +10. This save is charisma based.

Frightful Presence (Ex): If a deep one attacks, charges, or roars, anything within 150 feet must succeed on a DC 30 will save or be panicked for 4d6 rounds if it has equal or lower HD than the deep one. Creatures with more HD than the Deep One, up to a maximum of double the number of HD, are shaken for 4d6 rounds.

Amphibious (Ex): Even though they have the aquatic subtype, deep ones can function perfectly well on land.

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