Deep One Archimandrite

Large humanoid, Chaotic Evil

Armor Class

15 (natural armor)

Hit Points

153 (18d10+54)

Speed

walk 40 ft., swim 40 ft.

Saves

Dex +5, Wis +6, Cha +7

Skills

Arcana +4, Perception +6

Damage Resistances

cold, thunder

Damage Vulnerabilities

fire

Senses

darkvision 240 ft.

Languages

Common, Void Speech

Challenge

8

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.