Deep One Elder

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.

The Deep One Elder is a Level 14 creature, with Armor Class 36 and 260 hit points. The Deep One Elder is a gargantuan, immortal humanoid that thrives in the crushing depths and ignores the extreme pressures of the sea floor.

Deep One Elder, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Pressurized. A deep one is immune to damage and other negative effects from changes in water pressure. Endless. A deep one doesn't age and is immune to spells and other effects that inflict magical aging. Unless killed, a deep one lives forever. Frightful Presence (aura, emotion, fear, mental). 60 feet. DC 31 Will save. A creature that fails its save is also Slowed 1 (Slowed 2 on a critical failure). A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Frightened 4. Mental Mirror. Mental effects that fail against a deep one elder are reflected back onto the source, as Spell Riposte. Devastation. A deep one elder's claw Strikes ignore the first 10 Hardness of an object. Additionally, on a critical hit, the target must succeed at a DC 34 Fortitude save or be Stunned 2. Trample (3 actions). Huge or smaller, foot, DC 31 basic Reflex save. The deep one can Swim up to double its swim Speed instead of Striding. The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure). Watery Void (3 actions) (concentrate, manipulate, occult, void, water). The deep one elder makes an endless void of water appear in a 20-foot burst within 60 feet, dragging creatures down into its whirlpool. If cast underwater, the watery void fills a 60-foot-tall cylinder with a 20-foot radius. Creatures in the area when the void appears and creatures that end their turn in the area take 3d8 bludgeoning damage and 3d8 void damage and must attempt a DC 31 Reflex save. The void remains until the end of the deep one elder's next turn. The deep one elder can Sustain the void to extend the duration by 1 round, up to a total of 4 rounds, and can move the void up to 15 feet. Once the effect ends, the elder can't use Watery Void again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage and a –5-foot circumstance penalty to their Speeds while in the void. Failure The creature takes full damage and a –10-foot circumstance penalty to their Speeds while in the void. Critical Success The creature takes double damage, is knocked Prone, and takes a –10-foot circumstance penalty to their Speeds while in the void. Improved Knockdown (free action). Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry. Effect The monster attempts to Trip the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Common Questions

How much HP does a Deep One Elder have?

260 hit points.

What level is a Deep One Elder?

Level 14.

What is a Deep One Elder's Armor Class?

AC 36.

How fast can a Deep One Elder move?

Speed 30 ft., swim 50 ft.

Use Deep One Elder at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Deep One Elder into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core 2 © 2025 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

Pathfinder is a trademark of Paizo Inc. ZapGM is not affiliated with Paizo.

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