Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Void Speech
Resistances & Immunities
Environments
Traits
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
Claw
Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Multiattack
A deep one archimandrite makes one claw attack and 1 unholy trident attack.
Unholy Trident
+8 to hit, reach 10 ft (3 m). Hit: 2d8 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
GM Tips: Using Deep One Archimandrite
When using Deep One Archimandrite in your D&D 5e campaign, consider these tactical approaches:
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Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
Player Guide: Facing Deep One Archimandrite
1 strategies available
Player Guide: Facing Deep One Archimandrite
When your party encounters this creature, keep these strategies in mind:
-
Aquatic Combat Defense: This creature can swim at 40 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
Encounter Building Calculator
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
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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