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.