Vodyanoy
Vodyanoy, also known as Deep Ones, are aquatic humanoids with shapeshifting abilities that they often employ to create hybrids with other humanoid races in order to slowly subvert and take over other societies.
https://en.wikipedia.org/wiki/Vodyanoy
CREATURE TRAITS (21 XP)
- Types Size 5 Sapient Bipedal Organism (Aberration, Aquatic, Humanoid, Vodyanoy)
- Reach 5 feet
- Speed Land 20 feet, Swim 40 feet
ATTRIBUTES (0 XP)
- +2 Constitution, +2 Strength, -2 Wisdom
LANGUAGES (0 XP)
- Starting Languages: Common, Aklo.
- Bonus Languages: Any common languages.
INNATE ABILITIES (27 XP)
- Ageless (6 XP): A deep one does not age beyond adulthood and can never dies of old age as if by Timeless Body 4 with the Reliable upgrade added twice (Tier 6 total). The material components they need are body parts of aberrations or humanoids costing the listed amount on the black market.
- Amphibious (1 XP): Deep ones can breath both in air and underwater.
- Bite (1 XP): Deep ones have a bite attack dealing 1d4 piercing damage.
- Claws (1 XP): Deep ones have a claw attack on each hand dealing 1d4 slashing damage each.
- Darkvision (3 XP): Deep ones ignore penalties attack rolls and Perception checks resulting from dim lighting and darkness. They cannot see color in darkness, only shades of grey.
- Deep Dweller (Ex) (2 XP): Deep ones treat atmospheric and aquatic hazards resulting from high or low pressure as one step less severe to a minimum of none.
- Devoted (Ex) (1 XP): Deep ones are inherently fanatical, be it to the worship of a Great Old One, an elder deep one, or some other philosophical cause or religion. The first Lore a deep one gains of their choice as a class skill always has the subject of their devotion as the chosen topic. They gain a +2 innate bonus to this Lore skill.
- Efficient Attunement (Su) (2 XP): A deep one can use magical items as if they had all the powers embedded in the item.
- Innate Armor (2 XP): A deep one has a +1 innate bonus to their Armor Rating (AR).
- Sea Longing (Ex) (-2 XP): A deep one can spend (5 + Constitution modifier) hours outside the water. Thereafter, they begin to long for the sea, suffering the same penalties as if they had not slept for a day each time this increment of time goes by without them spending at least 1 hour immersed in oceanic water. Submersion in freshwater lakes or pools of water can count but require 2 hours of immersion instead.
- Swimming Stride (4 XP): Deep ones have a 20-foot land speed but a 40-foot swim speed and +4 innate bonus to Athletics rolls made to swim.
VARIANTS
Deep One Hybrid (13 XP): Deep Ones can reproduce with nearly any humanoid almost always creating a Deep One Hybrid. The hybrid appears to be the same race as their non-deep one parent save a few minor features, but in truth, it has all the same statistics as a Deep One except it does not have the Agelessness (12 XP), Bite (1 XP), or Claws (1 XP) traits and ages at the same rate as a half-orc. Upon turning venerable at roughly 60 years old, it appears to die a painful, agonizing death. If it has at least 14 XP to spend when it dies this way, it spends the 14 XP and it transforms into that of a full-fledged deep one. If it doesn't have 14 XP to spend, it just dies and its body melts into foul-smelling goo. A successful Medicine roll made while studying a deep one hybrid reveals it's true nature. True Seeing and similar magical effects can also reveal it's true nature.
ADDITIONAL ABILITIES
Deep Ones begin with their innate traits and can gain additional traits from the following list as feats.
Fish Legs (2 XP): You gain Fish Legs as a tier 1 innate magical power. You must have both a land speed and swim speed for this power to function on you. It increases both your land speed and swim speed to 30 feet or they remain their current speed, whichever is greater. It also grants you the Amphibious trait if you don't already have it. If you already have the Amphibious trait, you also lose vulnerabilities and weaknesses such as Drying, which requires you to be emersed in water every 2 hours or suffer dehydration. This benefit only lasts until this effect ends.