Deep Ones

deeponeI think their predominant color was a greyish-green, though they had white bellies.  They were mostly shiny and slippery, but the ridges of their back 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 hind legs and sometimes on hours… their croaking, baying voices…  held all the dark shades of expression which their staring faces lacked. – H. P. Lovecraft, “The Shadow over Innsmouth.”

The Deep Ones are an amphibious race that serves primarily Cthulhu and two beings know as Father Dagon and Mother Hydra. Locked in the timeless depth of the sea, their alien, arrogant lives are coldly beautiful, unbelievably cruel, effectively immortal.  They come together to make or two worship Great Cthulhu, but do not crave touching or being touched as humans do.  They are a marine race, unknown in freshwater environments, and globally have many cities, all submerged beneath the waves.  One is off the coast of Massachusetts, near Innsmouth.

Some deep ones interact with humans.  They appear to have a monstrous lust to produce human/deep one hybrids.  The reason may lie in the breeding cycle of these beings, of which little is known.  Deep Ones may be worshiped by humans with whom they regularly interbreed, for Deep Ones are immortal, unless slain, and so are any hybrid offspring.  Typically, hybrids inhabit remote coastal villages.

Such a hybrid begins life as a human-looking child who gradually becomes uglier and uglier. Suddenly, over a period of a few months, the human undergoes a monstrous transformation into a deep one.  The changeover usually takes place at the age of 1D20+20 years, but some individuals change earlier or later, or only partially.

 

Char Rolls Averages
STR 4D6 14
CON 3D6 10-11
SIZ 3D6+6 16-17
INT 2D6+6 13
POW 3D6 10-11
DEX 3D6 10-11
Move 8/10 Swimming HP 13-14

Weapons:
Claw 25%, Damage 1D6+DB
Hunting Spear 25%, Damage 1D6+DB (impaling weapon)

Armor
1-point skin and scales

Spells
At the discretion of the keeper, deep ones with POW 14 or more know at least 1D4 spells.

Sanity Loss
0/1D6 Sanity points to see a Deep One.