Deep One Archimandrite
Large Humanoid Chaotic Evil
- Armor Class: 15 (natural armor)
- Hit Points: 153 (18d10 + 54)
- Speed: walk 40 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: Tome of Beasts 2023, page 73
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
16 (+3) |
17 (+3) |
12 (+1) |
17 (+3) |
19 (+4) |
- Saving Throws: Dex +6, Wis +6, Cha +7
- Skills: Arcana +4, Perception +6
- Damage Vulnerabilities: fire
- Damage Immunities: False
- Damage Resistances: cold, thunder
- Condition Immunities: False
- Senses: darkvision 240 ft., passive Perception 16
- Languages: Common, Void Speech
Special Abilities
- Amphibious: The deep one archimandrite can breathe air and water.
- Frenzied Rage: If a deep one archimandrite takes 15 or more damage from a single attack, it has advantage on all attack rolls and gains a +4 bonus to all damage rolls until the end of its next turn. For the duration, it can make one Unholy Trident attack as a bonus action on its turn.
Actions
- Claws: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 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.
- Jolt: Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 14 (3d6 + 4) lightning damage, and the target's speed is reduced by 10 until the end of its next turn.
- Call of the Archimandrite (1/Day): With a ringing shout, the archimandrite magically calls 1d4 reef sharks or 1 swarm of quippers, provided the archimandrite is at least partially submerged in a body of water that can contain the creatures. The called creatures arrive in 1d4 rounds, acting as allies of the archimandrite and obeying its spoken commands. The creatures remain for 1 hour, until the archimandrite dies, or until the archimandrite dismisses them as a bonus action. Each deep one within 1 mile of the archimandrite can hear this call, though these deep ones are under no magical compulsion to make their way toward the archimandrite.
- Spellcasting: The deep one archimandrite casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: bless, guidance, suggestion, thaumaturgy
3/day each: charm person, command, sleep
1/day each: augury, lightning bolt, spirit guardians
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