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Deep One Archimandrite

Large · Humanoid · CR 8 · Chaotic Evil

Armor Class
15 (natural armor)
Hit Points and Hit Dice
153 (18d10 + 54)
Challenge Rating CR
8

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
16
+3
CON
17
+3
INT
12
+1
WIS
17
+3
CHA
19
+4

Overview

Category Monsters
Size Large
Type Humanoid
Alignment Chaotic Evil
XP 3900
Initiative Bonus +3

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 240 ft (73.2 m)
Passive Perception 16

Saving Throws

Dexterity +6 Wisdom +6 Charisma +7

Skills

Arcana +4 Perception +6

Languages

Common, Void Speech

Resistances & Immunities

Damage Resistances
cold, thunder
Damage Vulnerabilities
fire

Traits

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

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.

Claws

+8 to hit, reach 5 ft (1.5 m). Hit: 3d8+5 slashing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.

Jolt

+7 to hit, reach 5 ft (1.5 m). Hit: 3d6+4 lightning damage.

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.

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

Unholy Trident

+8 to hit, reach 10 ft (3 m). Hit: 2d8+5 plus 2d12 necrotic damage.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.

About Deep One Archimandrite

Deep One Archimandrite is a large humanoid with a Challenge Rating of 8. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 153 hit points (derived from 18d10 + 54).

Deep One Archimandrite has communication capabilities including Common, Void Speech. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Deep One Archimandrite

1 tips available

When using Deep One Archimandrite in your D&D 5e campaign, consider these tactical approaches:

  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Deep One Archimandrite

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 8.

Solo Encounter:

A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 7,200 XP
  • Hard: 10,800 XP
  • Deadly: 14,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Deep One Archimandrite?
Deep One Archimandrite has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
What type of creature is Deep One Archimandrite?
Deep One Archimandrite is a Large Humanoid, which affects how certain spells and abilities interact with it.
What languages does Deep One Archimandrite speak?
Deep One Archimandrite can communicate in Common, Void Speech.

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