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<title>Deep One Archimandrite</title>
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<body>
<h1>Deep One Archimandrite</h1>
<p><em>Large</em> <em>Humanoid</em> <em>Chaotic Evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 153 (18d10 + 54)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 8 (3,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 73</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>16 (+3)</td>
<td>17 (+3)</td>
<td>12 (+1)</td>
<td>17 (+3)</td>
<td>19 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +6, Wis +6, Cha +7</li>
<li><strong>Skills:</strong> Arcana +4, Perception +6</li>
<li><strong>Damage Vulnerabilities:</strong> fire</li>
<li><strong>Damage Immunities:</strong> False</li>
<li><strong>Damage Resistances:</strong> cold, thunder</li>
<li><strong>Condition Immunities:</strong> False</li>
<li><strong>Senses:</strong> darkvision 240 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Common, Void Speech</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The deep one archimandrite can breathe air and water.</li>
<li><strong>Frenzied Rage:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Claws:</strong> Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.</li>
<li><strong>Unholy Trident:</strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.</li>
<li><strong>Jolt:</strong> 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.</li>
<li><strong>Call of the Archimandrite (1/Day):</strong> 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.</li>
<li><strong>Spellcasting:</strong> 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):<br>At will: bless, guidance, suggestion, thaumaturgy<br>3/day each: charm person, command, sleep<br>1/day each: augury, lightning bolt, spirit guardians</li>
</ul>
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