So, expanding my home-grown bestiary book for my Aquerria campaign world, and I came across Deep Ones in the Core Rulebook. The concept is cool, regardless of which roleplaying game rules you use -- immortal fish people who worship Cthulhu and enslave or mate with villagers in remote areas to create abominations, but the Deep Ones in the DCC Core Rulebook are ... meh?
I have always thought that monsters should not be bags of hit points -- the DCC core rules gives them a club attack, 5 hit points, and that's about it? They could be orcs, goblins, bandits -- nothing different.
I took the baseline Deep One, added a mutation chart much like the Chaos Beastmen from Sailors on the Starless Sea, or Primordial Slimes, gave them water breathing, immortality and darkvision. At least they could be unpredictable in their abilities (but if I ran a whole group of Deep Ones, I would give the whole group the same mutation to make running them not overly complicated).
I also added a 'Deep One Priest' and made them a more focused style of opponent (and got rid of all the DCC Core rule referring to war-wizards, chieftains, etc).
Thoughts or ideas about deep ones? Drop me a note at archadethered@gmail.com.
"I think their predominant color was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked ... They were the blasphemous fish-frogs of the nameless design—living and horrible.
-- HP Lovecraft, Shadow over Inssmouth.
Deep One
The deep ones are tough, sluggish,
goggle-eyed, amphibious fish-men who reek of brine. They are believed to live
in dark cities under the frigid Umber Sea and worship Cthulhu with human sacrifice and
unspeakable rituals. Deep ones are often mutated in unique ways due to the
influence of the Old One. The people of
Almengard and the Farinlands whisper dark tales of deep ones coming in the
night to take their children, for slaves or sacrifice.
Deep ones are always encountered in
well-armed war parties supported by clerics of their enigmatic gods, often
found in groups of 5d6 warriors armed with sharkskin leather and shields (AC
13), and armed with spears. These war parties also carry nets and rope for
retrieving victims alive. For every 10 warriors there is a Deep One Priest.
Deep ones mate as do fish, leaving eggs in
undersea spawning grounds, but are also able to mate with surface-dwellers to
produce horrid half-breeds. With sufficient generations some of these
half-breeds resemble man save for subtle hints of ichthyoidal ancestry, such as
gills, webbed feet, and wide unblinking eyes. Small communities of degenerate
deep one hybrids exist on wind-swept ocean shores, shunned by their human
cousins but willing to aid their deep one progenitors in their infrequent treks
to the surface.
Deep
One: Init -2 Atk spear +2 melee (1d8+3) or other weapon; AC 13; HD 1d8+2 (7
hp); MV 20’ or swim 40’; Act 1d20; SP Breathe water, darkvision 30’, immortal, mutation, resist damage from cold; SV Fort +3, Ref -1, Will +3; AL C; Crit III/??
Deep ones
are often mutated in unique ways due to the influence of the Old One – roll on
the mutation chart below.
Deep One
Priest: Init -2 Atk dagger +4 melee (1d4+3) or net +4 ranged (entangle); AC
13; HD 4d8+8 (28 hp); MV 20’ or swim 40’; Act 1d20; SP Breathe water,
darkvision 30’, immortal, spells (maddening rune, 3/day, choking mist 3/day),
mutation; resist damage from cold; SV Fort +4, Ref +0, Will +6; AL C; Crit III/??
Deep one
priests are often mutated in unique ways due to the influence of the Old One –
roll twice on the mutation chart below.
A deep one
priest will try to capture victims with a net – if successfully thrown at an opponent
within 10 feet, the victim must make a DC 12 Reflex save or be entangled until
5 points of cutting damage is made to the net, or a DC 18 Strength check is
made to burst free.
As priests
of Cthulhu, these deep ones can invoke a maddening rune to appear in front of
any creature within 30 feet, causing them to have to make a DC 14 Will save or
lose 1d6 points of Personality – if personality is reduced to 0, the victim goes
permanently insane, gibbering and drooling (and cannot take any actions). They can also exude a choking mist up to 30
feet away from themselves, causing all non-deep ones within the mist to take
1d6 damage. (DC 14 Fortitude save for half damage).
1d8 Mutation
1 Needle-like
teeth, granting a bite attack that does 1d4+3 damage, as a second attack with a
d14 Action Die.
2 Rubbery,
thick skin granting +2 to Armor Class
3 Large
bulbous eyes on either side of their head, +2 to searching or spotting checks,
and cannot be surprised.
4 Hulking
and large, with gangly arms, +2 to attack and damage
5 An
alien mind unlike that of a mortal human, +2 to Will saves and immune to fear
effects.
6 Elongated
frog-like legs, granting +4 to Jump checks and +10 feet base movement.
7 Slimy,
and skin exudes a mild poison, any one who touches or is struck by a Deep one
must make a DC 6 Fortitude save or become lethargic, losing 1d3 temporary
points of Agility.
8 Roll
twice more on this chart.
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