Deep One Hybrid

Creature 1
  • Medium
  • human
  • humanoid
Perception
+9; low light vision
Languages
Aklo, Common
Skills
Arcana +4, Athletics +4, Deception +5, Religion +7, Society +4
Str +1, Dex +1, Con +2, Int +1, Wis +4, Cha +0
Items
dagger, trident, leather armor, fishing tackle, religious symbol of dagon, religious text of dagon, rope

Natural Swimmer The deep one hybrid can hold their breath underwater for 10 minutes and gains a +2 circumstance bonus to initiative rolls and Reflex saves while swimming.

AC
16; Fort +7, Ref +5, Will +9
HP
20; Resistances piercing 2

Ocean's Call A deep one hybrid that remains 10 or more miles from the sea for 24 hours becomes Stupefied 1. This effect is removed only once the hybrid returns to the sea.

Speed
25 feet, swim 30 feet

Melee ◆ dagger +4 (agile, finesse, versatile s), Damage 1d4+1 piercing

Ranged ◆ dagger +4 (agile, thrown 10 feet, versatile s), Damage 1d4+1 piercing

Melee ◆ trident +4, Damage 1d8+1 piercing

Ranged ◆ trident +4 (thrown 20 feet), Damage 1d8+1 piercing

Divine Prepared Spells DC 17, attack +9; 1st bless, fear, harm, heal; Cantrips (1st) bullhorn, daze, haunting hymn, light, void warp

Cleric Domain Spells DC 17; 1st tidal surge

Source: Pathfinder Monster Core 2

Running this fight? Add the deep one hybrid to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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