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Call of Cthulhu

Compendium

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Deep One Hybrid

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Attributes

armor
None
attacks_per_round
1
build
0
characteristics_average
{"strength":"65","constitution":"65","size":"50","dexterity":"65","intelligence":"65","power":"50","appearance":"35"}
combat_abilities
[{"name":"Fighting attacks","description":"Deep one hybrids can use weapons as humans do."}]
combat_attacks
[{"name":"Fighting","description":"unarmed","target":"45","damage":"1d3","damage_bonus":"full","attack_type":"attack"}]
damage_bonus
0
dodge
30
hitpoints
11
magicpoints
10
move
8/8 swimming
sanity_loss
0/1d4 Sanity points to see a deep one hybrid, although this may be increased (1/1d6+) for particularly monstrous specimens.
short_description
Innsmouth-tainted progeny
skills
Jump 45, Listen 50, Stealth 46, Swim 60
special_abilities
[{"name":"Breathe underwater","description":"Hybrids are unable to breathe underwater until they have undergone the full change into a deep one; however, from early childhood onwards they can remain underwater for up to twice as long as the average human."}]
spells_known
Older hybrids who have begun to embrace their watery heritage have a 10% chance of knowing 1D3 spells.
type
Mythos Monster
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