Illustration Xan Drake

Deep One Archimandrite

Tome of Beasts
Challenge 8
(3,900 XP)
Robinloft Estimated CR 8
Large humanoid, chaotic evil (allegedly)
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 Vulnerabilities fire
Damage Resistances cold, thunder
Senses darkvision 240 ft., passive Perception 16
Languages Common, Void Speech
Environments
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.

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.

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:

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.

Deep One Archimandrite

Not yet described

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