Deep One Archimandrite

Deep One Archimandrite

Large humanoid, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 153 (18d10+54)
  • Speed 40 ft., swim 40 ft.
  • STR
    20 (+5)
  • DEX
    15 (+2)
  • CON
    17 (+3)
  • INT
    12 (+1)
  • WIS
    17 (+3)
  • CHA
    19 (+4)
  • Saving Throws Dex +5, Wis +6, Cha +7
  • Skills Arcana +4, Perception +6
  • 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.

Actions

  • 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.

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.