Deep One (3.5e Monster)

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Author: Psysama (talk)
Contributors: Bhu
Date Created: 02/07/15
Status: Complete
Editing: Clarity edits only please
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The disturbing Deep One from X-Com: Terror from the Deep
Deep One
Size/Type: Medium Aberration (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft., swim 30 ft.
Armor Class: 12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/+0
Attack: Puke Electricity +1 ranged
Full Attack: Puke Electricity +1 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Puke Electricity
Special Qualities: Darkvision 60 ft., DR 5/-, Immune to Electricity, Vulnerability, Amphibious
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 9
Skills: Hide +3, Listen +2, Move Silently +3, Spot +2, Swim +8
Feats: Point Blank Shot
Environment: Any Aquatic
Organization: Single (1), Small group (2 - 3)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 2-10 HD (Medium)
Level Adjustment:

The Deep Ones are captured humans perverted into monstrosities via the aliens science.

The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien fetus to consume the human host as it grows. Their numbers increase when fresh human stock has been captured. Each of these sub-human is armed with an electrical energy discharge powerful enough to kill an aquanaut.


With no real reason to get within melee range, the Deep Ones are perfectly content to set back and blast away.

Puke Electricity (Ex): Deep Ones may use a ranged attack doing 3d6 Electricity damage once per round (but they get iterative attacks with it once they gain them). This attack has a Range Increment of 50 ft., and may be fired over walls (it ignores Bonuses gained from Cover).

Vulnerability (Ex): Deep Ones take +1 point of damage per die against Sonic attacks. For example an attack doing 2d4 normally, would do 2d4+2.

Skills: Deep Ones gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

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AlignmentUsually Neutral Evil +
AuthorPsysama +
Challenge Rating1 +
EnvironmentAny Aquatic +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeMedium +
SubtypeAquatic +
SummaryThe Deep Ones are captured humans perverted into monstrosities via the aliens science. +
TitleDeep One +
TypeAberration +