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Deep One Hybrid Cultist

Deep One Hybrid Cultist CR 1/2

XP 200
Deep one hybrid
CE Medium humanoid (deep one, human)
Init +0; Senses low-light vision; Perception +4


HP 13; EAC 9; KAC 10
Fort +2; Ref +0; Will +3
Weaknesses sea longing


Speed 20 ft., swim 30 ft.
Melee survival knife +2 (1d4+1 S)
Ranged semi-tactical auto pistol +0 (1d6 P)
Spells Known (CL 1st; melee +2, ranged +0)

1st (3/day)confusion (lesser) (DC 14), fear (DC 14)
0th (at will)fatigue (DC 13), psychokinetic hand


Before Combat The deep one cultist aligns their ring of whispers to the name of their god and often to the name of their order. This allows them to identify other cultists and non-members who have discovered their secrets.

During Combat A cultist casts spells to debilitate their enemies, relying on weapon attacks if they cannot flee.


Str +1; Dex +0; Con +2; Int +0; Wis +3; Cha +0
Skills Bluff +4, Disguise +4, Life Science +9, Mysticism +9
Languages Aklo, Common
Other Abilities final change, take to the water
Gear second skin, survival knife, semi-tactical auto pistol, ring of whispers, portable alter, ceremonial clothing, religious symbol, unholy text book, beacon, tool kit (disguise kit), serum of healing mk 1


Final Change (Su)

A deep one hybrid ages at twice the speed of its land-dwelling parent. A mere 1d12 months after a deep one hybrid reaches venerable age, it dies a painful, agonizing death, only to have its body transform into that of a mature deep one. This transformation functions as the reincarnate spell, with the newly formed deep one gaining the following additional modifications to its physical ability scores: +4 Strength, –2 Dexterity, and +4 Constitution.

Sea Longing (Ex)

Every 24 hours a deep one hybrid spends in an area more than 10 miles from a large salt-water body, it must succeed at a DC 10 Will save or take 1 point of Wisdom drain.

Take to the Water (Ex)

A deep one hybrid can hold its breath 10 times longer it’s land-dwelling parent can and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming.


Cultists build their power centers in small, out of the way settlements near an ocean. They attempt to remain a secret from members of the surface-dwelling species they mimic. When they are discovered, they use any means necessary to remain a secret, including kidnapping, brainwashing, and murder.

Section 15: Copyright Notice

Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.