THE SHARED REFERENCE Adventurer

Monster

Captain N'ghathrod

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Official reference · WDMM · 2014

Creature type
Aberration
Size
Medium
Armor class
15 (breastplate)
Hit points
111 (13d8 + 13)
Speed
Walk 30 ft.
Challenge rating
8
Alignment
Lawful Evil
Strength
11
Dexterity
12
Constitution
12
Intelligence
19
Wisdom
17
Charisma
17
Passive Perception
16
Saving Throws
int: +7; wis: +6; cha: +6
Skills
arcana: +7; deception: +6; insight: +6; perception: +6; persuasion: +6; stealth: +4
Senses
darkvision 120 ft.
Languages
Deep Speech, Undercommon, telepathy 120 ft.

Traits

Magic Resistance

Captain N'ghathrod has advantage on saving throws against spells and other magical effects.

Actions

Tentacles

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain

Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Captain N'ghathrod. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Captain N'ghathrod kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6)

Captain N'ghathrod magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Innate Spellcasting (Psionics)

Captain N'ghathrod's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Spellcasting

Captain N'ghathrod is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). Captain N'ghathrod has the following wizard spells prepared:

Spell slots: 0: spells: blade ward, dancing lights, mage hand, shocking grasp; 1: slots: 4; spells: detect magic, disguise self, shield, sleep; 2: slots: 3; spells: blur, invisibility, ray of enfeeblement; 3: slots: 3; spells: clairvoyance, lightning bolt, sending; 4: slots: 3; spells: confusion, hallucinatory terrain; 5: slots: 2; spells: telekinesis, wall of force

Lair actions

When fighting aboard the Scavenger, N'ghathrod can take lair actions. On initiative count 20 (losing initiative ties), N'ghathrod can take one lair action to cause one of the following effects:

  • N'ghathrod creates a magical duplicate of itself anywhere aboard the ship. Formed out of psionic energy, this duplicate lasts until it is reduced to 0 hit points, until it is dispelled (DC 15), or until N'ghathrod takes another lair action. The duplicate has the statistics of a normal mind flayer and is friendly toward N'ghathrod, but not under its control. It cannot leave the Scavenger.
  • N'ghathrod fills all interior areas of the ship with mind-warping images and sounds of the Far Realm that last until initiative count 20 on the next round. Any creature that isn't an aberration that starts its turn inside the ship must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.

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