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)

Damage Resistances

cold, thunder

Damage Vulnerabilities

fire

Senses

darkvision 240 ft., passive Perception 16

Saving Throws

Dex +5, Wis +6, Cha +7

Skills

Arcana +4, Perception +6

Languages

Common, Void Speech

Challenge

8 (3900 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.

large
humanoid
cr8
tome-of-beasts