Deep One Archimandrite (Tome of Beasts 2023)
- Size
- Large
- Type
- Humanoid
- Challenge Rating
- 8
- Source
- Tome of Beasts 2023
- Alignment
- Chaotic-Evil
- Armor Class
- 15
- Speeds
- 40
- Walking Speed
- 40
- Strength Score
- 20
- Dexterity Score
- 16
- Constitution Score
- 17
- Intelligence Score
- 12
- Wisdom Score
- 17
- Charisma Score
- 19
- Saving Throws
- Dexterity, Wisdom, Charisma
- Skill Proficiencies
- Arcana, Perception
- Vision
- Darkvision (240ft)
- Languages Ref
- Common, Void Speech
- Hit Points
- 153
- Resistances
- Vulnerable to Fire Damage, Resistant to Cold Damage, Resistant to Thunder Damage
- Languages
- Aethyrian Common
Large humanoid, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 40 ft.
- STR
- 20 (+5)
- DEX
- 16 (+3)
- CON
- 17 (+3)
- INT
- 12 (+1)
- WIS
- 17 (+3)
- CHA
- 19 (+4)
Saving Throws Dex +6, Wis +6, Cha +7
Skills Arcana +4, Perception +6
Damage Vulnerabilities fire
Damage Resistances cold, thunder
Damage Immunities False
Condition Immunities False
Senses darkvision 240 ft., passive Perception 16
Languages Common, Void Speech
Challenge 8 (3,900 XP)
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
Description
False
Stat block from Tome of Beasts 2023 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. 2023 Open Design LLC. All rights reserved. It is not Geminaea material. See Legal.