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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.