Deep One Archimandrite

Tome of Beasts (Third Party)

Size
Large
Type
humanoid
Alignment
chaotic evil
AC
15 (natural armor)
Hit Points
153 (18d10+54)
Speed
walk 40 ft., swim 40 ft.
Saving Throws
Dex +5, Wis +6, Cha +7
Skills
Arcana +4, Perception +6
Resistances
cold, thunder
Vulnerabilities
fire
Senses
darkvision 240 ft.
Passive Perception
16
Languages
Common, Void Speech
Challenge
8
Lineage
Deep One
STR
20
+5
DEX
15
+2
CON
17
+3
INT
12
+1
WIS
17
+3
CHA
19
+4

Traits

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.

recharge

1/DAY

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.

Other data

description