Deep One Archimandrite

Large humanoid, chaotic evil

Armor Class 15 (natural armor)

Hit Points 153 (18d10 + 54)

Speed 40 ft., swim 40 ft.

20 (+5) 15 (+2) 17 (+3) 12 (+1) 17 (+3) 19 (+4)

Saving Throws Dex +5, Wis +6, Cha +7

Skills Arcana +4, Perception +6

Damage Vulnerabilities fire

Damage Resistances cold, thunder

Senses darkvision 240 ft., passive Perception 16

Languages Common, Void Speech

Challenge 8 (3,900 XP)

Amphibious. A deep one can breathe air or water with equal ease.

Frenzied Rage. On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack.

Innate Spellcasting. The deep one archimandrite’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Bless, Revivify, Sacred Flame, Shocking Grasp, Suggestion

3/day each: Charm Person, Lightning Bolt, Sanctuary, Shatter

1/day each: Chain Lightning, Cone of Cold, Ice Storm

Legendary Resistance (1/Day). If the deep one archimandrite fails a saving throw, it can count it as a success instead.

Lightless Depths. A deep one hybrid priest is immune to the pressure effects of the deep ocean.

Voice of the Archimandrite. With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly.


Multiattack. A deep one archimandrite makes one claw attack and 1 unholy trident attack.

Claw. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Unholy Trident. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.