Avianmosquito
2017-02-11, 03:14 PM
This is a pretty straight-forward thread. I'm going to pop in here with monsters from Aelsif, and you guys are going to decide what its CR or level adjustment should be. I'll go one monster per post, to help keep things simple. Any extra commentary on the monsters themselves is welcome, but not the point of this thread. Please only post if you have a CR or level adjustment. Just remember that some of these may not be intended to be balanced encounters.
Here's the first one. It's a non-player race, so we're looking for level adjustment here. (And probably a pretty big one.)
Deep Hybrids:
Monstrous humanoid (aquatic), celestial (hybrid)
Medium sized
+4 Strength, +4 constitution, -4 intelligence, -4 wisdom
Automatic Language: Deep-speak
Favored class: Barbarian
DR 5/--
Darkvision (Ex): Deep hybrids can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep hybrids can function just fine with no light at all.
Fascinating Glow (Ex): As a free action, a deep hybrid can emit a bright light from its body at will, forcing all viewers to make a Will save (DC 13) at the start of each round or become fascinated for that round. This is a mind-affecting ability. A successful save grants immunity for 24 hours. This light is bright enough to trigger light sensitivity if looked directly at within 10 feet. While glowing, deep hybrids automatically fail Hide checks and are dazzled by their own light sensitivity. The save DC is Charisma-based.
Fast healing (Ex): Deep hybrids heal exceptionally quickly, restoring 1 hit point per round.
Frightful Presence (Ex): The mere sight of a deep hybrid produces fear in living creatures, forcing a Will save (DC 13) to avoid becoming shaken for 5d6 rounds. A successful save grants immunity for 24 hours. The save DC is Charisma-based.
Grasp of the Deep (Ex): As a full round action, a deep hybrid may use a tongue emerges that emerges from either of its hands to make a 30-foot ranged grapple. If it hits, the target takes 1d6+Str bludgeon damage. A successful Reflex save (DC 15), halves the damage and negates the grapple. Grappled creatures are automatically pulled 30 feet closer the next round and take 1d6+Str points of bludgeon damage unless another successful Reflex save is made (DC 15), which halves the damage and also negates the grapple. A grappled target may also make a Strength check (DC 13) to pull free of the grapple. Every round after this until the grapple is released, the target automatically takes an additional 1d6+Str points of bludgeon damage. The tongue has DR 5 and releases if it takes any damage. The save and check DCs are Strength-based.
Light Sensitivity (Ex): A deep hybrid is dazzled whenever it is inside an area of bright light.
Luring Hum (Ex): In and out of water, a deep hybrid can emit a telepathic hum as a free action to draw prey. This hum affects all creatures within a 120-foot radius. Those affected hear this as if it were an actual sound. All who hear it must make a Will save (DC 10+Cha modifier) or approach the deep hybrid as if subjected to a command spell. This is a mind-affecting ability. While humming, deep hybrids automatically fail Move Silently checks and take a -1 penalty to attack, Armor Class, skills, and saving throws. Mindless creatures and those that can see the deep hybrid are immune to this ability. Creatures that make their save are unaffected by that deep hybrid's luring hum for 24 hours. The save DC is Charisma-based.
Natural weapons (Ex): A deep hybrid has an improved bite attack, which deals 1d6 points of damage.
Stealth Predator (Ex): While underwater, deep hybrids gain a +4 bonus to Hide, Listen, Move Silently, Search and Spot checks.
Swallow Whole (Ex): If a deep hybrid has established a grapple with another creature, it can make another grapple check on its next turn in order to draw that creature into its mouth. A creature starting its turn inside a deep hybrid's mouth is automatically dealt damage equal to that of the deep hybrid's bite attack every round, until it or the deep hybrid is dead, or until it is released. On the next turn, it may swallow a creature in its mouth. A creature in its stomach can still attack it, but takes 1d6+Con modifier acid damage each round. Against a target in its mouth or stomach, a deep hybrid loses its dexterity bonuses to armour class. The deep hybrid may swallow a creature up to one size smaller than itself.
Wail of the Outer Sea (Ex): At will as a free action, a deep hybrid may naturally produce a telepathic wail which affects every creature within a 30-foot radius with a -4 penalty to attack, Armor Class, skill checks and saving throws until the wailing stops. This wail also affects itself. This wailing produces no actual sound, it is a mind-affecting effect. A successful Will save (DC 10+Int modifier) negates. When a saving throw has been failed, the effect continues with no additional saving throw until the wailing stops or the affected character moves out of range. The save DC is Intelligence-based.
Water Dependency (Ex): A deep hybrid can survive out of water for 1 hour per two points in its Constitution score, after which it begins to drown.
Deep hybrids* are the hybrid children of the sahuagin and something else entirely. What their other half is has never been confirmed, but speculation lies below. They are sterile, but despite it being ongoing the method of their production has never been revealed. They are of normal sahuagin height and weight, but are oddly discoloured, with a green-black and dark blue complexion, and glow at will. They are unintelligent and bestial, less social than ordinary sahuagin and feature bizarre anatomical features such as a toothless mouth on each palm from which an impossibly long tongue can emerge, very reminiscent of a Grasp of the Deep artifact. In trade, they lack a normal sahuagin's claws. Their eyes are disproportionately large, even for sahuagin, they have slightly longer than normal arms and smaller than normal heads, with enlarged fins acrossed their body. Four pairs of stalks line the top of their head from front to back, and these visibly shake when they wail.
The report of the elven scholar Verite Faiseur (let's see if anybody gets the two jokes in this name) says that at age ten sahuagin girls are sent into the temples of the sahuagin deity It Yeek'Kal Thet**, and do not emerge until age fourteen. Elves are known to fabricate information to demonize the "savage" races, but he goes into great detail on the somber ceremony on a sahuagin girl's 10th name-day and the celebration when she is released on her 14th, which does not sound like he is trying to demonize them. If anything, he seems to be suggesting that the sahuagin despise doing this.
Verite also notes that these temples are the same ones the deep hybrids emerge from as newborn pups. This seems unlikely to be a coincidence. Deep hybrids also immediately leave for the ocean, unlike normal sahuagin pups who are incorporated into tribal activities from birth. While the sahuagin at the temple warned Verite that any further questioning would result in his expulsion from the village, and it did, other sahuagin villagers claimed the pups were leaving "to be with their father", singular.
This seems to fit with what Verite knows of the sahuagin religion. It Yeek'Kal Thet is the chief deity of sahuagin religion, and their goddess of the deep ocean. She represents the sahuagin fear of the deep water and the otherworldly horrors that dwell within, of which they claim she herself is one. She is presented normally as a sociopathic, abusive mother, one the sahuagin need to survive but also one that may harm or kill them for little reason. She is claimed to despise change, be fond of repetitive and ritualistic tasks, be a poor communicator and is said to intentionally harm herself, all traits also associated with the deep hybrids. The only hole in this idea is that It Yeek'Kal Thet is generally portrayed as female, and her being the father raises several questions. There's also little evidence she actually exists in the first place, though there's even less evidence for most other deities.
*While referred to as "deep hybrids" here, most people in-universe refer to them as "deep bastards". All hybrid races in Aelsif are called "bastards", and while vulgar this is also quite literal. Interspecies relations are socially unacceptable (and occasionally illegal) in most Aelsif cultures, so almost without exception hybrids are illegitimate children, bastards, by both cultural and legal definition. Nevertheless, in this instance it might not be an accurate term, as the deep hybrids appear to be born in a somewhat culturally accepted (despised but seen as necessary) manner and both parents may or may not take part in their upbringing depending on details we have no access to.
**This translates literally into common as "The Empty Deep", which is a pretty literal interpretation of her domain. However, there are problems with this translation. While "It" is an equivalent to "the" and "Thet" does translate to "deep" as in regards to water, it's "Yeek'Kal" that is the problem. "Yeek" is both a personifier and a superlative, it basically means "defined entirely by" in regards to an entity, and while "Kal" means "empty" in most contexts for a being it means "empty" but implies "stupid", so "Yeek'Kal" would be more akin to "vacuous", meaning "showing a lack of intelligence, mindless, empty-headed". As such, "The Vacuous Deep" is a much more accurate translation, and "The Stupid Deep" is an acceptable simplification.
Below are 1HD and 5HD (recommended) versions of the creature.
Deep Hybrid, Warrior 1
Medium Monstrous Humanoid (Aquatic), Celestial (Hybrid)
Hit Dice: 1d8+3 (7 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 40 ft.
Armor class: 10
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d6+3) or longspear +5 melee (1d8+3)
Full Attack: Bite +4 melee (1d6+3) or longspear +5 melee (1d8+3)
Space/Reach: 5 ft./5 ft. (10ft with longspear or 30 ft. with Grasp of the Deep)
Special Attacks: Fascinating Glow, Grasp of the Deep (1d6+3), Luring Hum, Swallow Whole,Wail of the Outer Sea
Special Qualities: Damage Reduction 5/—, darkvision 60 ft., Fast Healing 1, Frightful Presence, Light Sensitivity, Stealth Predator, Water Dependent
Saves: Fort +5, Ref +0, Will -2
Abilities: Str 16, Dex 11, Con 17, Int 4, Cha 12, Wis 6
Skills: Swim +4
Feats: Weapon Focus (Longspear)
Environment: Any water
Organization: Solitary, pair, or team (3-6).
Challenge Rating: 1
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +1
Equipment: Longspear, potion of cure light wounds
Darkvision (Ex): Deep hybrids can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep hybrids can function just fine with no light at all.
Fascinating Glow (Ex): As a free action, a deep hybrid can emit a bright light from its body at will, forcing all viewers to make a Will save (DC 11) at the start of each round or become fascinated for that round. This is a mind-affecting ability. This light is bright enough to trigger light sensitivity if looked directly at within 10 feet. While glowing, deep hybrids automatically fail Hide checks and are dazzled by their own light sensitivity. The save DC is Charisma-based.
Fast healing (Ex): Deep hybrids heal exceptionally quickly, restoring 1 hit point per round.
Frightful Presence (Ex): The mere sight of a deep hybrid produces fear in living creatures, forcing a Will save (DC 11) to avoid becoming shaken for 5d6 rounds. A successful save grants immunity for 24 hours. The save DC is Charisma-based.
Grasp of the Deep (Ex): As a full round action, a deep hybrid may use a tongue emerges that emerges from either of its hands to make a 30-foot ranged grapple. If it hits, the target takes 1d6+3 points of damage (1d6+Str modifier). A successful Reflex save (DC 13), halves the damage and negates the grapple. Grappled creatures are automatically pulled 30 feet closer the next round and take 1d6+3 points of damage unless another successful Reflex save is made (DC 13), which halves the damage and also negates the grapple. Every round after this until the grapple is released, the target automatically takes an additional 1d6+Str points of bludgeon damage. A grappled target may also make a Strength check (DC 13) to pull free of the grapple. The tongue has DR 5 and releases if it takes any damage. The save and check DCs are Strength-based.
Light Sensitivity (Ex): A deep hybrid is dazzled whenever it is inside an area of bright light.
Luring Hum (Ex): In and out of water, a deep hybrid can emit a telepathic hum as a free action to draw prey. This hum affects all creatures within a 120-foot radius. Those affected hear this as if it were an actual sound. All who hear it must make a Will save (DC 11) or approach the deep hybrid as if subjected to a command spell. This is a mind-affecting ability. While humming, deep hybrids automatically fail Move Silently checks and take a -1 penalty to attack, Armor Class, skills, and saving throws. Mindless creatures and those that can see the deep hybrid are immune to this ability. Creatures that make their save are unaffected by that deep hybrid's luring hum for 24 hours. The save DC is Charisma-based.
Natural weapons (Ex): A deep hybrid has an improved bite attack, which deals 1d6 points of damage.
Stealth Predator (Ex): While underwater, deep hybrids gain a +4 bonus to Hide, Listen, Move Silently, Search and Spot checks.
Swallow Whole (Ex): If a deep hybrid has established a grapple with another creature, it can make another grapple check on its next turn in order to draw that creature into its mouth. A creature starting its turn inside a deep hybrid's mouth is automatically dealt damage equal to that of the deep hybrid's bite attack every round, until it or the deep hybrid is dead, or until it is released. On the next turn, it may swallow a creature in its mouth. A creature in its stomach can still attack it, but takes 1d6+3 acid damage each round (1d6+Con modifier). Against a target in its mouth or stomach, a deep hybrid loses its dexterity bonuses to armour class. The deep hybrid may swallow a creature up to one size smaller than itself.
Wail of the Outer Sea (Ex): At will as a free action, a deep hybrid may naturally produce a telepathic wail which affects every creature within a 30-foot radius with a -4 penalty to attack, Armor Class, skill checks and saving throws until the wailing stops. This wail also affects itself. This wailing produces no actual sound, it is a mind-affecting effect. A successful Will save (DC 7) negates. When a saving throw has been failed, the effect continues with no additional saving throw until the wailing stops or the affected character moves out of range. The save DC is Intelligence-based.
Water Dependency (Ex): A deep hybrid can survive out of water for 1 hour per two points in its Constitution score, after which it begins to drown.
Deep Hybrid, Warrior 5
Medium Monstrous Humanoid (Aquatic), Celestial (Hybrid)
Hit Dice: 5d8+20 (42 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Swim 40 ft.
Armor class: 10
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (1d6+3) or +1 longspear +10 melee (1d8+4)
Full Attack: Bite +8 melee (1d6+3) or +1 longspear +10 melee (1d8+4)
Space/Reach: 5 ft./5 ft. (10ft with longspear or 30 ft. with Grasp of the Deep)
Special Attacks: Fascinating Glow, Grasp of the Deep (1d6+3), Luring Hum, Swallow Whole,Wail of the Outer Sea
Special Qualities: Damage Reduction 5/—, darkvision 60 ft., Fast Healing 1, Frightful Presence, Light Sensitivity, Stealth Predator, Water Dependent
Saves: Fort +8, Ref +1, Will -1
Abilities: Str 16, Dex 11, Con 18, Int 4, Cha 12, Wis 6
Skills: Swim +8
Feats: Weapon Focus (Longspear), Spell Resistance 10 (5+HD)
Environment: Any water
Organization: Solitary, pair, or team (3-6).
Challenge Rating: 5
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +1
Equipment: Longspear+1, potion of cure moderate wounds or potion of barkskin
Darkvision (Ex): Deep hybrids can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep hybrids can function just fine with no light at all.
Fascinating Glow (Ex): As a free action, a deep hybrid can emit a bright light from its body at will, forcing all viewers to make a Will save (DC 13) at the start of each round or become fascinated for that round. This is a mind-affecting ability. This light is bright enough to trigger light sensitivity if looked directly at within 10 feet. While glowing, deep hybrids automatically fail Hide checks and are dazzled by their own light sensitivity. The save DC is Charisma-based.
Fast healing (Ex): Deep hybrids heal exceptionally quickly, restoring 1 hit point per round.
Frightful Presence (Ex): The mere sight of a deep hybrid produces fear in living creatures, forcing a Will save (DC 13) to avoid becoming shaken for 5d6 rounds. A successful save grants immunity for 24 hours. The save DC is Charisma-based.
Grasp of the Deep (Ex): As a full round action, a deep hybrid may use a tongue emerges that emerges from either of its hands to make a 30-foot ranged grapple. If it hits, the target takes 1d6+3 points of damage (1d6+Str modifier). A successful Reflex save (DC 15), halves the damage and negates the grapple. Grappled creatures are automatically pulled 30 feet closer the next round and take 1d6+3 points of damage unless another successful Reflex save is made (DC 15), which halves the damage and also negates the grapple. Every round after this until the grapple is released, the target automatically takes an additional 1d6+Str points of bludgeon damage. A grappled target may also make a Strength check (DC 13) to pull free of the grapple. The tongue has DR 5 and releases if it takes any damage. The save and check DCs are Strength-based.
Light Sensitivity (Ex): A deep hybrid is dazzled whenever it is inside an area of bright light.
Luring Hum (Ex): In and out of water, a deep hybrid can emit a telepathic hum as a free action to draw prey. This hum affects all creatures within a 120-foot radius. Those affected hear this as if it were an actual sound. All who hear it must make a Will save (DC 13) or approach the deep hybrid as if subjected to a command spell. This is a mind-affecting ability. While humming, deep hybrids automatically fail Move Silently checks and take a -1 penalty to attack, Armor Class, skills, and saving throws. Mindless creatures and those that can see the deep hybrid are immune to this ability. Creatures that make their save are unaffected by that deep hybrid's luring hum for 24 hours. The save DC is Charisma-based.
Natural weapons (Ex): A deep hybrid has an improved bite attack, which deals 1d6 points of damage.
Stealth Predator (Ex): While underwater, deep hybrids gain a +4 bonus to Hide, Listen, Move Silently, Search and Spot checks.
Swallow Whole (Ex): If a deep hybrid has established a grapple with another creature, it can make another grapple check on its next turn in order to draw that creature into its mouth. A creature starting its turn inside a deep hybrid's mouth is automatically dealt damage equal to that of the deep hybrid's bite attack every round, until it or the deep hybrid is dead, or until it is released. On the next turn, it may swallow a creature in its mouth. A creature in its stomach can still attack it, but takes 1d6+4 acid damage each round (1d6+Con modifier). Against a target in its mouth or stomach, a deep hybrid loses its dexterity bonuses to armour class. The deep hybrid may swallow a creature up to one size smaller than itself.
Wail of the Outer Sea (Ex): At will as a free action, a deep hybrid may naturally produce a telepathic wail which affects every creature within a 30-foot radius with a -4 penalty to attack, Armor Class, skill checks and saving throws until the wailing stops. This wail also affects itself. This wailing produces no actual sound, it is a mind-affecting effect. A successful Will save (DC 9) negates. When a saving throw has been failed, the effect continues with no additional saving throw until the wailing stops or the affected character moves out of range. The save DC is Intelligence-based.
Water Dependency (Ex): A deep hybrid can survive out of water for 1 hour per two points in its Constitution score, after which it begins to drown.
Here's the first one. It's a non-player race, so we're looking for level adjustment here. (And probably a pretty big one.)
Deep Hybrids:
Monstrous humanoid (aquatic), celestial (hybrid)
Medium sized
+4 Strength, +4 constitution, -4 intelligence, -4 wisdom
Automatic Language: Deep-speak
Favored class: Barbarian
DR 5/--
Darkvision (Ex): Deep hybrids can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep hybrids can function just fine with no light at all.
Fascinating Glow (Ex): As a free action, a deep hybrid can emit a bright light from its body at will, forcing all viewers to make a Will save (DC 13) at the start of each round or become fascinated for that round. This is a mind-affecting ability. A successful save grants immunity for 24 hours. This light is bright enough to trigger light sensitivity if looked directly at within 10 feet. While glowing, deep hybrids automatically fail Hide checks and are dazzled by their own light sensitivity. The save DC is Charisma-based.
Fast healing (Ex): Deep hybrids heal exceptionally quickly, restoring 1 hit point per round.
Frightful Presence (Ex): The mere sight of a deep hybrid produces fear in living creatures, forcing a Will save (DC 13) to avoid becoming shaken for 5d6 rounds. A successful save grants immunity for 24 hours. The save DC is Charisma-based.
Grasp of the Deep (Ex): As a full round action, a deep hybrid may use a tongue emerges that emerges from either of its hands to make a 30-foot ranged grapple. If it hits, the target takes 1d6+Str bludgeon damage. A successful Reflex save (DC 15), halves the damage and negates the grapple. Grappled creatures are automatically pulled 30 feet closer the next round and take 1d6+Str points of bludgeon damage unless another successful Reflex save is made (DC 15), which halves the damage and also negates the grapple. A grappled target may also make a Strength check (DC 13) to pull free of the grapple. Every round after this until the grapple is released, the target automatically takes an additional 1d6+Str points of bludgeon damage. The tongue has DR 5 and releases if it takes any damage. The save and check DCs are Strength-based.
Light Sensitivity (Ex): A deep hybrid is dazzled whenever it is inside an area of bright light.
Luring Hum (Ex): In and out of water, a deep hybrid can emit a telepathic hum as a free action to draw prey. This hum affects all creatures within a 120-foot radius. Those affected hear this as if it were an actual sound. All who hear it must make a Will save (DC 10+Cha modifier) or approach the deep hybrid as if subjected to a command spell. This is a mind-affecting ability. While humming, deep hybrids automatically fail Move Silently checks and take a -1 penalty to attack, Armor Class, skills, and saving throws. Mindless creatures and those that can see the deep hybrid are immune to this ability. Creatures that make their save are unaffected by that deep hybrid's luring hum for 24 hours. The save DC is Charisma-based.
Natural weapons (Ex): A deep hybrid has an improved bite attack, which deals 1d6 points of damage.
Stealth Predator (Ex): While underwater, deep hybrids gain a +4 bonus to Hide, Listen, Move Silently, Search and Spot checks.
Swallow Whole (Ex): If a deep hybrid has established a grapple with another creature, it can make another grapple check on its next turn in order to draw that creature into its mouth. A creature starting its turn inside a deep hybrid's mouth is automatically dealt damage equal to that of the deep hybrid's bite attack every round, until it or the deep hybrid is dead, or until it is released. On the next turn, it may swallow a creature in its mouth. A creature in its stomach can still attack it, but takes 1d6+Con modifier acid damage each round. Against a target in its mouth or stomach, a deep hybrid loses its dexterity bonuses to armour class. The deep hybrid may swallow a creature up to one size smaller than itself.
Wail of the Outer Sea (Ex): At will as a free action, a deep hybrid may naturally produce a telepathic wail which affects every creature within a 30-foot radius with a -4 penalty to attack, Armor Class, skill checks and saving throws until the wailing stops. This wail also affects itself. This wailing produces no actual sound, it is a mind-affecting effect. A successful Will save (DC 10+Int modifier) negates. When a saving throw has been failed, the effect continues with no additional saving throw until the wailing stops or the affected character moves out of range. The save DC is Intelligence-based.
Water Dependency (Ex): A deep hybrid can survive out of water for 1 hour per two points in its Constitution score, after which it begins to drown.
Deep hybrids* are the hybrid children of the sahuagin and something else entirely. What their other half is has never been confirmed, but speculation lies below. They are sterile, but despite it being ongoing the method of their production has never been revealed. They are of normal sahuagin height and weight, but are oddly discoloured, with a green-black and dark blue complexion, and glow at will. They are unintelligent and bestial, less social than ordinary sahuagin and feature bizarre anatomical features such as a toothless mouth on each palm from which an impossibly long tongue can emerge, very reminiscent of a Grasp of the Deep artifact. In trade, they lack a normal sahuagin's claws. Their eyes are disproportionately large, even for sahuagin, they have slightly longer than normal arms and smaller than normal heads, with enlarged fins acrossed their body. Four pairs of stalks line the top of their head from front to back, and these visibly shake when they wail.
The report of the elven scholar Verite Faiseur (let's see if anybody gets the two jokes in this name) says that at age ten sahuagin girls are sent into the temples of the sahuagin deity It Yeek'Kal Thet**, and do not emerge until age fourteen. Elves are known to fabricate information to demonize the "savage" races, but he goes into great detail on the somber ceremony on a sahuagin girl's 10th name-day and the celebration when she is released on her 14th, which does not sound like he is trying to demonize them. If anything, he seems to be suggesting that the sahuagin despise doing this.
Verite also notes that these temples are the same ones the deep hybrids emerge from as newborn pups. This seems unlikely to be a coincidence. Deep hybrids also immediately leave for the ocean, unlike normal sahuagin pups who are incorporated into tribal activities from birth. While the sahuagin at the temple warned Verite that any further questioning would result in his expulsion from the village, and it did, other sahuagin villagers claimed the pups were leaving "to be with their father", singular.
This seems to fit with what Verite knows of the sahuagin religion. It Yeek'Kal Thet is the chief deity of sahuagin religion, and their goddess of the deep ocean. She represents the sahuagin fear of the deep water and the otherworldly horrors that dwell within, of which they claim she herself is one. She is presented normally as a sociopathic, abusive mother, one the sahuagin need to survive but also one that may harm or kill them for little reason. She is claimed to despise change, be fond of repetitive and ritualistic tasks, be a poor communicator and is said to intentionally harm herself, all traits also associated with the deep hybrids. The only hole in this idea is that It Yeek'Kal Thet is generally portrayed as female, and her being the father raises several questions. There's also little evidence she actually exists in the first place, though there's even less evidence for most other deities.
*While referred to as "deep hybrids" here, most people in-universe refer to them as "deep bastards". All hybrid races in Aelsif are called "bastards", and while vulgar this is also quite literal. Interspecies relations are socially unacceptable (and occasionally illegal) in most Aelsif cultures, so almost without exception hybrids are illegitimate children, bastards, by both cultural and legal definition. Nevertheless, in this instance it might not be an accurate term, as the deep hybrids appear to be born in a somewhat culturally accepted (despised but seen as necessary) manner and both parents may or may not take part in their upbringing depending on details we have no access to.
**This translates literally into common as "The Empty Deep", which is a pretty literal interpretation of her domain. However, there are problems with this translation. While "It" is an equivalent to "the" and "Thet" does translate to "deep" as in regards to water, it's "Yeek'Kal" that is the problem. "Yeek" is both a personifier and a superlative, it basically means "defined entirely by" in regards to an entity, and while "Kal" means "empty" in most contexts for a being it means "empty" but implies "stupid", so "Yeek'Kal" would be more akin to "vacuous", meaning "showing a lack of intelligence, mindless, empty-headed". As such, "The Vacuous Deep" is a much more accurate translation, and "The Stupid Deep" is an acceptable simplification.
Below are 1HD and 5HD (recommended) versions of the creature.
Deep Hybrid, Warrior 1
Medium Monstrous Humanoid (Aquatic), Celestial (Hybrid)
Hit Dice: 1d8+3 (7 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Swim 40 ft.
Armor class: 10
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d6+3) or longspear +5 melee (1d8+3)
Full Attack: Bite +4 melee (1d6+3) or longspear +5 melee (1d8+3)
Space/Reach: 5 ft./5 ft. (10ft with longspear or 30 ft. with Grasp of the Deep)
Special Attacks: Fascinating Glow, Grasp of the Deep (1d6+3), Luring Hum, Swallow Whole,Wail of the Outer Sea
Special Qualities: Damage Reduction 5/—, darkvision 60 ft., Fast Healing 1, Frightful Presence, Light Sensitivity, Stealth Predator, Water Dependent
Saves: Fort +5, Ref +0, Will -2
Abilities: Str 16, Dex 11, Con 17, Int 4, Cha 12, Wis 6
Skills: Swim +4
Feats: Weapon Focus (Longspear)
Environment: Any water
Organization: Solitary, pair, or team (3-6).
Challenge Rating: 1
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +1
Equipment: Longspear, potion of cure light wounds
Darkvision (Ex): Deep hybrids can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep hybrids can function just fine with no light at all.
Fascinating Glow (Ex): As a free action, a deep hybrid can emit a bright light from its body at will, forcing all viewers to make a Will save (DC 11) at the start of each round or become fascinated for that round. This is a mind-affecting ability. This light is bright enough to trigger light sensitivity if looked directly at within 10 feet. While glowing, deep hybrids automatically fail Hide checks and are dazzled by their own light sensitivity. The save DC is Charisma-based.
Fast healing (Ex): Deep hybrids heal exceptionally quickly, restoring 1 hit point per round.
Frightful Presence (Ex): The mere sight of a deep hybrid produces fear in living creatures, forcing a Will save (DC 11) to avoid becoming shaken for 5d6 rounds. A successful save grants immunity for 24 hours. The save DC is Charisma-based.
Grasp of the Deep (Ex): As a full round action, a deep hybrid may use a tongue emerges that emerges from either of its hands to make a 30-foot ranged grapple. If it hits, the target takes 1d6+3 points of damage (1d6+Str modifier). A successful Reflex save (DC 13), halves the damage and negates the grapple. Grappled creatures are automatically pulled 30 feet closer the next round and take 1d6+3 points of damage unless another successful Reflex save is made (DC 13), which halves the damage and also negates the grapple. Every round after this until the grapple is released, the target automatically takes an additional 1d6+Str points of bludgeon damage. A grappled target may also make a Strength check (DC 13) to pull free of the grapple. The tongue has DR 5 and releases if it takes any damage. The save and check DCs are Strength-based.
Light Sensitivity (Ex): A deep hybrid is dazzled whenever it is inside an area of bright light.
Luring Hum (Ex): In and out of water, a deep hybrid can emit a telepathic hum as a free action to draw prey. This hum affects all creatures within a 120-foot radius. Those affected hear this as if it were an actual sound. All who hear it must make a Will save (DC 11) or approach the deep hybrid as if subjected to a command spell. This is a mind-affecting ability. While humming, deep hybrids automatically fail Move Silently checks and take a -1 penalty to attack, Armor Class, skills, and saving throws. Mindless creatures and those that can see the deep hybrid are immune to this ability. Creatures that make their save are unaffected by that deep hybrid's luring hum for 24 hours. The save DC is Charisma-based.
Natural weapons (Ex): A deep hybrid has an improved bite attack, which deals 1d6 points of damage.
Stealth Predator (Ex): While underwater, deep hybrids gain a +4 bonus to Hide, Listen, Move Silently, Search and Spot checks.
Swallow Whole (Ex): If a deep hybrid has established a grapple with another creature, it can make another grapple check on its next turn in order to draw that creature into its mouth. A creature starting its turn inside a deep hybrid's mouth is automatically dealt damage equal to that of the deep hybrid's bite attack every round, until it or the deep hybrid is dead, or until it is released. On the next turn, it may swallow a creature in its mouth. A creature in its stomach can still attack it, but takes 1d6+3 acid damage each round (1d6+Con modifier). Against a target in its mouth or stomach, a deep hybrid loses its dexterity bonuses to armour class. The deep hybrid may swallow a creature up to one size smaller than itself.
Wail of the Outer Sea (Ex): At will as a free action, a deep hybrid may naturally produce a telepathic wail which affects every creature within a 30-foot radius with a -4 penalty to attack, Armor Class, skill checks and saving throws until the wailing stops. This wail also affects itself. This wailing produces no actual sound, it is a mind-affecting effect. A successful Will save (DC 7) negates. When a saving throw has been failed, the effect continues with no additional saving throw until the wailing stops or the affected character moves out of range. The save DC is Intelligence-based.
Water Dependency (Ex): A deep hybrid can survive out of water for 1 hour per two points in its Constitution score, after which it begins to drown.
Deep Hybrid, Warrior 5
Medium Monstrous Humanoid (Aquatic), Celestial (Hybrid)
Hit Dice: 5d8+20 (42 hp)
Initiative: +5
Speed: 30 ft. (6 squares), Swim 40 ft.
Armor class: 10
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (1d6+3) or +1 longspear +10 melee (1d8+4)
Full Attack: Bite +8 melee (1d6+3) or +1 longspear +10 melee (1d8+4)
Space/Reach: 5 ft./5 ft. (10ft with longspear or 30 ft. with Grasp of the Deep)
Special Attacks: Fascinating Glow, Grasp of the Deep (1d6+3), Luring Hum, Swallow Whole,Wail of the Outer Sea
Special Qualities: Damage Reduction 5/—, darkvision 60 ft., Fast Healing 1, Frightful Presence, Light Sensitivity, Stealth Predator, Water Dependent
Saves: Fort +8, Ref +1, Will -1
Abilities: Str 16, Dex 11, Con 18, Int 4, Cha 12, Wis 6
Skills: Swim +8
Feats: Weapon Focus (Longspear), Spell Resistance 10 (5+HD)
Environment: Any water
Organization: Solitary, pair, or team (3-6).
Challenge Rating: 5
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +1
Equipment: Longspear+1, potion of cure moderate wounds or potion of barkskin
Darkvision (Ex): Deep hybrids can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep hybrids can function just fine with no light at all.
Fascinating Glow (Ex): As a free action, a deep hybrid can emit a bright light from its body at will, forcing all viewers to make a Will save (DC 13) at the start of each round or become fascinated for that round. This is a mind-affecting ability. This light is bright enough to trigger light sensitivity if looked directly at within 10 feet. While glowing, deep hybrids automatically fail Hide checks and are dazzled by their own light sensitivity. The save DC is Charisma-based.
Fast healing (Ex): Deep hybrids heal exceptionally quickly, restoring 1 hit point per round.
Frightful Presence (Ex): The mere sight of a deep hybrid produces fear in living creatures, forcing a Will save (DC 13) to avoid becoming shaken for 5d6 rounds. A successful save grants immunity for 24 hours. The save DC is Charisma-based.
Grasp of the Deep (Ex): As a full round action, a deep hybrid may use a tongue emerges that emerges from either of its hands to make a 30-foot ranged grapple. If it hits, the target takes 1d6+3 points of damage (1d6+Str modifier). A successful Reflex save (DC 15), halves the damage and negates the grapple. Grappled creatures are automatically pulled 30 feet closer the next round and take 1d6+3 points of damage unless another successful Reflex save is made (DC 15), which halves the damage and also negates the grapple. Every round after this until the grapple is released, the target automatically takes an additional 1d6+Str points of bludgeon damage. A grappled target may also make a Strength check (DC 13) to pull free of the grapple. The tongue has DR 5 and releases if it takes any damage. The save and check DCs are Strength-based.
Light Sensitivity (Ex): A deep hybrid is dazzled whenever it is inside an area of bright light.
Luring Hum (Ex): In and out of water, a deep hybrid can emit a telepathic hum as a free action to draw prey. This hum affects all creatures within a 120-foot radius. Those affected hear this as if it were an actual sound. All who hear it must make a Will save (DC 13) or approach the deep hybrid as if subjected to a command spell. This is a mind-affecting ability. While humming, deep hybrids automatically fail Move Silently checks and take a -1 penalty to attack, Armor Class, skills, and saving throws. Mindless creatures and those that can see the deep hybrid are immune to this ability. Creatures that make their save are unaffected by that deep hybrid's luring hum for 24 hours. The save DC is Charisma-based.
Natural weapons (Ex): A deep hybrid has an improved bite attack, which deals 1d6 points of damage.
Stealth Predator (Ex): While underwater, deep hybrids gain a +4 bonus to Hide, Listen, Move Silently, Search and Spot checks.
Swallow Whole (Ex): If a deep hybrid has established a grapple with another creature, it can make another grapple check on its next turn in order to draw that creature into its mouth. A creature starting its turn inside a deep hybrid's mouth is automatically dealt damage equal to that of the deep hybrid's bite attack every round, until it or the deep hybrid is dead, or until it is released. On the next turn, it may swallow a creature in its mouth. A creature in its stomach can still attack it, but takes 1d6+4 acid damage each round (1d6+Con modifier). Against a target in its mouth or stomach, a deep hybrid loses its dexterity bonuses to armour class. The deep hybrid may swallow a creature up to one size smaller than itself.
Wail of the Outer Sea (Ex): At will as a free action, a deep hybrid may naturally produce a telepathic wail which affects every creature within a 30-foot radius with a -4 penalty to attack, Armor Class, skill checks and saving throws until the wailing stops. This wail also affects itself. This wailing produces no actual sound, it is a mind-affecting effect. A successful Will save (DC 9) negates. When a saving throw has been failed, the effect continues with no additional saving throw until the wailing stops or the affected character moves out of range. The save DC is Intelligence-based.
Water Dependency (Ex): A deep hybrid can survive out of water for 1 hour per two points in its Constitution score, after which it begins to drown.