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.