Back in April we covered
the deep one and the deep one hybrid. If
you felt something was missing…well, the alphabet is as cold and unyielding as
the lightless depths where deep ones dwell.
But now, finally, the
elder deep one rises from the murk!
Aside from being much
larger (Gargantuan) and more powerful (CR 14) than ordinary deep ones, three
abilities set the elders apart. The
first is their Mind Reflection (Ex) ability.
Able to not just resist, but actually reflect mind-affecting effects
back to their source is a fearsome advantage.
The wrong spell cast at an elder deep one could easily take out a
party’s caster (and now that Occult
Adventurers is on the shelves, parties are packing more mind-affecting
magic and powers than ever). Second is
their Devastating Strike (Ex). I don’t
care what level your character is—when the monster starts taking apart entire
buildings, it sends combat into a whole new realm.
But it’s their Deific
nature that really stands out. Elder
deep ones can grant spells; despite not being gods as sages understand the
concept, and despite only being CR 14, they still can channel divine energy to
those that venerate them. Elder deep
ones even grant domains. They even have associated divine weapons! (They probably can’t actually hear prayers per se…but there must be at least some tether there, so who knows?)
In any case, that makes
any deep one or deep one hybrid allied with an elder a potential adept, cleric,
or worse. It means that deep one elders
are closer to gods than even mythic PCs, without ever facing a mythic
trial. It means they have direct access
to hierophanies that bypass everything humans know about mortality and
divinity, and that puts them within hailing distance of the terrifying Great
Old Ones and their nigh-incomprehensible Outer Gods.
Most terrifying of all,
that might mean all the deep ones’ dread prophecies and assertions—that this
reality is a horrible accident, and that one day the Outer Gods will return to
tear down existence itself—might be true.
Interrogating a terrified devil reveals to adventurers that the Great Old Ones are
indeed real…and worse, their worship thrives.
Soon the adventurers are caught up in a conflict between cultists of
slumbering Bokrug and graffiti-scrawling cloaker followers of the King in
Yellow. Each side of the conflict is
directed by a deep one elder, one of whom has bound the devil’s fraternal twin.
Legendary elder deep ones like Mother Hydra typically live far beneath the
sea—but not all. At least one seems to
have claimed an ancient dwarven citadel, where it rutted under the waterfalls with
an umbral dragon to create terrible, quivering half-dragon spawn. Another conquered the Flying City of Adar, then
mummified itself so it could watch for signs and portents far up in the
atmosphere.
The hunt for a mesmer who skipped bail in Baltimore has led a party of
investigators through some pretty odd turns, including battling moonshine juju
zombies in the Shenandoah Valley, attending a hill giant circus run by lamias,
and purging a hound of Tindalos from a university hospital. Now the trail has led to New Orleans—just in
time for Mardi Gras. But there is
something different about the krewes lining up for the parades and extravagant
balls this year. There is more magic in
the air than usual, the fey floats have disappeared completely, and many of the
krewes that remain have a distinctly fishy look to them. Investigation reveals that nearly all of the non-fey
krewes have been infiltrated by deep one hybrids. Worse, the secret societies’ rites and
rituals have been twisted into prayers to a deep one elder, who now stirs
beneath New Orleans’s swampy sewers.
—Pathfinder Bestiary 5 69
If you’re looking for a
more physical vs. magical threat, try the kuo-toa leviathan from the 3.5 Underdark book (my review here). If you’re looking for more about fantasy
krewes, the Scarred Lands setting (see that same link) has you covered.
I still haven’t had the
time to write up any thoughts about my PaizoCon experience. (To give you some idea of what my life’s been
like in the past month and a half, tomorrow will be my 11th straight day of
work.) But since I missed anomalitstic’s
New Orleans game, guess which adventure seed is for him?
As a former N'Awlins resident, I love the krewe references. Only quibble is that the city's largely at or below sea level, so there is no sewer system of a size or a level of antiquity to really make a sewer run work. Now, if we want to talk necropolises, on the other hand... Well, take a streetcar called Desire, and get off at Graveyards. If you see Elysian Fields, you've gone too far ;)
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