Deep One Archimandrite

Family: Deep Ones

Large humanoid, chaotic evil

Armor Class 15 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 12 (+1) 17 (+3) 19 (+4)

Saving Throws Dex +6, 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
Challenge 8 (3,900 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • 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

  • Multiattack. The deep one archimandrite makes one Claw attack and one Unholy Trident attack, or it makes three Jolt attacks. It can replace one attack with a use of Spellcasting.
  • 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.
  • 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):
  • 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.

ACTIONS

  • Multiattack. The deep one priest makes one Claws attack and one Jolting Touch attack.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  • Jolting Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) lightning damage, and the target’s speed is reduced by 10 until the end of its next turn.
  • Spellcasting. The deep one priest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):

ABOUT

The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once. She is mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both deities plot conquest through a long program of forced interbreeding and eldritch meddling with human bloodlines.

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