Monstros

Deep One Archimandrite

Large Humanoid

Classe de Armadura:15
Pontos de Vida:153
Índice de Desafio:8

Atributos

FOR20+5
DES16+3
CON17+3
INT12+1
SAB17+3
CAR19+4

Ações

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