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5ead/monsters/md/tome_of_beasts_2023/deeponearchimandrite-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.5 KiB

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