# Deep One Archimandrite *Large* *Humanoid* *Chaotic Evil* - **Armor Class:** 15 (natural armor) - **Hit Points:** 153 (18d10 + 54) - **Speed:** walk 40 ft. - **Challenge Rating:** 8 (3,900 XP) - **Source:** Tome of Beasts 2023, page 73 | 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 Immunities:** False - **Damage Resistances:** cold, thunder - **Condition Immunities:** False - **Senses:** darkvision 240 ft., passive Perception 16 - **Languages:** Common, Void Speech ### Special Abilities - **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