DnDChick
Demon Queen of Templates
DEEP ONE HYBRID (TEMPLATE)
Deep ones and humans are, surprisingly enough, biologically compatible; it is possible for a deep one to impregnate a human. Hybrid deep ones appear perfectly human until they are about 20 years old. At that time the body of the hybrid begins to undergo a slow change. His eyes bulge slightly, and his form becomes hunched and his legs twisted. His walk becomes more of a hop, and his fingers twist into clawed paws. His teeth loosen and fall out, replaced by needle-sharp teeth like those of a piranha. Hybrid deep ones who have begun the change are said to have the ‘Innsmouth look.’ By age 25, the hybrid completes the transformation to full-blooded deep one and joins his kin in the ocean.
Creating a Deep One Hybrid
“Deep One Hybrid” is a template that can be added to any human of 5th level or lower with deep one ancestry (hereafter referred to as the ‘base character’). A character who is a deep one hybrid will begin his transformation at age 20 or when he reaches 5th level, whichever comes first. A deep one hybrid’s sanity is reduced to half its current value when the transformation begins. His type changes to Monstrous Humanoid and he gains the subtype ‘lesser servitor race.’ It uses all the base character’s statistics and special abilities except as noted here.
Hit Dice: Increase by 1.
Speed: Decrease to 20 ft., and base character gains swim 30 ft.
AC: Base character gains a natural armor bonus of +2.
Attacks: A deep one hybrid gains all the attacks of the base character and also gains a claw attack.
Damage: Deep one hybrids have a claw attack which inflicts 1d3 damage.
Special Qualities: A deep one hybrid gains low-light vision, plus the ability to temporarily breathe water. A hybrid deep one can remain submerged in salt water for a number of minutes equal to his Constitution score. After that, he must return to the air or begin to drown.
Saves: The deep one hybrid’s high saves become Reflexes and Will.
Abilities: Str +4, Dex +2, Con +2, Cha -2.
Skills: A deep one hybrid ceases to gain skills as an investigator, and instead receives skill points as per a deep one with extra hit dice. The core skills of a deep one hybrid are the same as those for a deep one.
Feats: A deep one hybrid receives the Alertness feat for free.
CR: As base character +1
Advancement: As deep one.
San Loss: 0/1d3 (1d4 if known to the viewer)
Deep ones and humans are, surprisingly enough, biologically compatible; it is possible for a deep one to impregnate a human. Hybrid deep ones appear perfectly human until they are about 20 years old. At that time the body of the hybrid begins to undergo a slow change. His eyes bulge slightly, and his form becomes hunched and his legs twisted. His walk becomes more of a hop, and his fingers twist into clawed paws. His teeth loosen and fall out, replaced by needle-sharp teeth like those of a piranha. Hybrid deep ones who have begun the change are said to have the ‘Innsmouth look.’ By age 25, the hybrid completes the transformation to full-blooded deep one and joins his kin in the ocean.
Creating a Deep One Hybrid
“Deep One Hybrid” is a template that can be added to any human of 5th level or lower with deep one ancestry (hereafter referred to as the ‘base character’). A character who is a deep one hybrid will begin his transformation at age 20 or when he reaches 5th level, whichever comes first. A deep one hybrid’s sanity is reduced to half its current value when the transformation begins. His type changes to Monstrous Humanoid and he gains the subtype ‘lesser servitor race.’ It uses all the base character’s statistics and special abilities except as noted here.
Hit Dice: Increase by 1.
Speed: Decrease to 20 ft., and base character gains swim 30 ft.
AC: Base character gains a natural armor bonus of +2.
Attacks: A deep one hybrid gains all the attacks of the base character and also gains a claw attack.
Damage: Deep one hybrids have a claw attack which inflicts 1d3 damage.
Special Qualities: A deep one hybrid gains low-light vision, plus the ability to temporarily breathe water. A hybrid deep one can remain submerged in salt water for a number of minutes equal to his Constitution score. After that, he must return to the air or begin to drown.
Saves: The deep one hybrid’s high saves become Reflexes and Will.
Abilities: Str +4, Dex +2, Con +2, Cha -2.
Skills: A deep one hybrid ceases to gain skills as an investigator, and instead receives skill points as per a deep one with extra hit dice. The core skills of a deep one hybrid are the same as those for a deep one.
Feats: A deep one hybrid receives the Alertness feat for free.
CR: As base character +1
Advancement: As deep one.
San Loss: 0/1d3 (1d4 if known to the viewer)
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