NPC

Shulassa Deepcurrent

Shulassa Deepcurrent

Female locathah deep shaman 1 • Waves spirit • Guardian-seer of Black Glass Peak

Character Summary

CR 1/2; XP 200

Race/Class Locathah Shaman (Deep Shaman) 1

Alignment N; Deity/Power ancestral sea spirits, old tide-voices

Init +1; Senses darkvision 60 ft.; Perception +7

Aura calm, briny, pressure-heavy; faint scent of kelp and volcanic stone

Role in the Adventure

Shulassa is the party’s locathah mystic contact for the Black Glass Peak and Citadel Allatro arc. She does not join land expeditions, but she becomes essential when the heroes investigate sea-stack carvings, underwater ruins, obsidian thefts, and the lost locathah map through the Razored Labyrinth.

Defense

AC 15, touch 11, flat-footed 14 (+4 hide, +1 Dex)

hp 11 (1d8+3)

Fort +4, Ref +1, Will +5

Defensive Notes prefers cover, fog, water, and distance; avoids front-line melee

Offense

Speed 20 ft., swim 40 ft.

Melee coral spear +0 (1d8)

Ranged sling +1 (1d4)

Special wave strike 4/day, spirit magic, spirit animal

Wave Strike melee touch +0; 1d6 nonlethal and push 5 ft.; underwater this becomes lethal bludgeoning damage.

Statistics

Str 10, Dex 12, Con 14, Int 12, Wis 17, Cha 13

Base Atk +0; CMB +0; CMD 11

Feat Combat Casting

Traits Sea-Singer Initiate, Ruin Listener

Languages Aquan, Common, Undercommon

Skills

Heal +7, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (planes) +5, Perception +7, Sense Motive +7, Spellcraft +5, Survival +7, Swim +12

Deep Shaman adds Swim as a class skill.

Deep Shaman Class Notes

Required Spirit Shulassa must choose the Waves spirit.

Required Spirit Animal Her spirit animal must have the aquatic subtype. It gains amphibious instead of the normal Waves spirit animal water-breathing benefit.

No 1st-Level Hex Shamans normally gain their first hex at 2nd level. Shulassa’s aquatic hex options matter starting at 2nd level.

Spirit Animal: Mirefin

Blue-ringed octopus spirit animal; Tiny magical beast/familiar-like spirit animal, aquatic, amphibious

Init +3; Senses low-light vision, scent; Perception +5

AC 17, touch 15, flat-footed 14; hp 5; Fort +2, Ref +5, Will +3

Speed 5 ft., swim 30 ft.; Melee bite +5 (1d2–4 plus poison, GM adjudication)

Special empathic link, share spells, amphibious, Mobility bonus feat from Waves spirit

Use scout, omen-bearer, spell-preparation conduit, vibration-sensing guide near sea-stack carvings

How to Play Shulassa

Lead with warnings, not orders. Shulassa speaks in omens: “The tide has turned black beneath us,” rather than “pirates are nearby.”
Keep her useful but not dominant. She interprets currents, carvings, and locathah lore, but the PCs make the key choices.
Use water as terrain. She creates fog, guides swimming routes, detects magical traces, and pushes foes away underwater.
Make her uneasy around Ninshabur. She knows the old songs say the ruins were scarred by Spawn, and she refuses to enter inland cursed sites.

Personality & Story Hooks

Shulassa is patient, grave, and difficult to impress. She believes the sea remembers every wound inflicted upon it, and she treats obsidian theft from Black Glass Peak as both ecological violation and spiritual desecration. She accompanies the party to Citadel Allatro, helps them follow clues to the locathah sea-stack map, and later guides underwater portions of the Razored Labyrinth once the heroes recover the lost map and obtain submersible vessels from Vladmirr.

Shulassa Deepcurrent — Spells & Progression

Level 1 prepared spells • Waves spirit magic • recommended advancement through 14th level

Spellcasting Snapshot

Class Shaman 1; Caster Level 1st; Concentration +5 (+9 defensively with Combat Casting)

Save DC 13 + spell level; Spirit Waves; Spirit Magic Slot hydraulic push

Prepared Spells 0-level spells at will; 1st-level spells prepared normally, plus one spirit magic slot.

0-Level Spells

Create Water

Utility spell for drinking water, ritual washing, cooling hot stone, and marking dry surfaces in ruins.

Detect Magic

Primary investigation tool for obsidian fragments, sea-stack carvings, submerged relics, and pirate salvage.

Guidance

Use before Swim, Knowledge, Perception, Disable Device assistance, or tense diplomacy with locathahs.

Stabilize

Emergency lifesaver for drowning victims, wounded divers, or party members bleeding in the surf.

1st-Level Spells Prepared

Cure Light Wounds

Reliable emergency healing. Shulassa generally saves this for PCs or locathah defenders in immediate danger.

Obscuring Mist

Escape, concealment, anti-archer protection, and mood. Strongest near docks, sea caves, and Black Glass Peak surf.

Hydraulic Push — Spirit Magic

Waves spirit spell. Push enemies off ledges, away from divers, into hazardous currents, or out of defensive positions.

Deep Shaman Tactical Notes

SituationBest Action
Land or dock fightUse guidance before key checks, obscuring mist to break ranged attacks, and cure light wounds only when someone is in danger of dropping.
Underwater fightUse wave strike as a lethal push tool. Place enemies into currents, away from wounded allies, or against hazards.
InvestigationDetect magic on obsidian, carved sea-stack symbols, pirate gear, and relic fragments. Use Mirefin to scout submerged cracks.
Social sceneLet her provide locathah legitimacy, but keep negotiations in the party’s hands.

Recommended Advancement Through 14th Level

LevelFeat / Hex / Class FocusSpell Priorities
2Hex: Beckoning Chill or Buoyancy Control. Pick Beckoning Chill for combat, Buoyancy for expedition support.Keep cure, mist, protection utility.
3Feat: Selective Channel-style control is unavailable; take Improved Initiative or Extra Hex if allowed.2nd: lesser restoration, resist energy, silence, communal protection options.
4Hex: Buoyancy Control if not already taken, otherwise Crashing Waves.Use slipstream from Waves spirit for water travel and chase scenes.
5Feat: Extra Hex, Spell Focus, or Craft Wondrous Item for campaign utility.3rd: water breathing, remove disease, dispel magic, protection from energy.
6Wandering Spirit becomes a major tool. Good daily choices: Life for healing, Lore for investigation, Battle for war scenes.Prepare travel, restoration, and anti-curse magic as the plot expands.
7Feat: Leadership only if the campaign wants a locathah following; otherwise Extra Hex or Improved Familiar if compatible.4th: freedom of movement, divination, restoration, control water; Waves adds wall of ice.
8Hex: Deep Heart becomes highly thematic: water breathing, swim speed, and pressure resilience improvements.Start preparing for deep pressure, darkness, and long-duration exploration.
9Feat: Quicken Spell-Like Ability if GM allows for wave strike later, or Spell Penetration for Darklands threats.5th: breath of life, true seeing, commune, geyser from Waves spirit.
10Hex: choose a support/control hex based on party needs. Wandering hexes become daily problem-solvers.Prepare divinations and emergency recovery before Darklands descents.
11Deep Shaman aquatic spirit improvement: underwater weapons she holds gain the campaign-defining impact-style force theme.6th: heal, find the path, greater dispel magic, fluid form from Waves spirit.
12Hex: strengthen exploration package or pick a stronger combat debuff from wandering options.Use long-duration magic to support submersible travel and underwater camps.
13Feat: Greater Spell Penetration, Improved Initiative, or metamagic such as Extend Spell.7th: greater restoration, resurrection, scrying/transport support, vortex from Waves spirit.
14Campaign role: senior tide-oracle, anti-Spawn guide, pressure-depth survivor, and interpreter of ancient locathah map rites.Prepare for abyssal environments, Spawn corruption, tunnel collapse, and mass rescue.

Mythic / Prestige Notes

Recommended route: keep Shulassa single-classed as Deep Shaman through 14th level. Her value comes from Waves spirit scaling, underwater adaptation, spirit magic, wandering spirit flexibility, and campaign-specific map lore.

If mythic is used: Hierophant is the cleanest mythic path. Prioritize mythic abilities that improve healing, divination, survivability, water control, and the ability to keep allies alive during deep-pressure expeditions.

Suggested mythic feats/abilities: Mythic Spell Penetration, Mythic Improved Initiative, Inspired Spell, Divine Surge, Faith’s Reach, and abilities that extend buffs or protect allies in hostile terrain.

GM Note: Shulassa should remain a guide and lore ally, not a problem-solver who replaces player agency. Use her to reveal locathah context, interpret underwater map fragments, and warn of spiritual danger, while letting the PCs make discoveries and decisions.