15 (natural armor)
153 (18d10+54)
walk 40 ft., swim 40 ft.
Dex +5, Wis +6, Cha +7
Arcana +4, Perception +6
cold, thunder
fire
darkvision 240 ft.
Common, Void Speech
8
A deep one can breathe air or water with equal ease.
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.
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
If the deep one archimandrite fails a saving throw, it can count it as a success instead.
A deep one hybrid priest is immune to the pressure effects of the deep ocean.
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.
A deep one archimandrite makes one claw attack and 1 unholy trident attack.
Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.