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:
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.