Medium Aberration, Lawful Neutral
Armor Class 14 natural
Hit Points 39 (6d8 + 12)
Speed 0 ft.
STR
8 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +6
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 16
Languages Common, Deep Speech, Telepathy 120 ft.
Challenge 3 (700 XP)
Proficiency Bonus +2
Actions

Life Drain. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 10 (3d6) necrotic damageThe target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

 Soul Rays. The heart shoots up to two of the following magical rays at one or two creatures it can sense within 90 feet of it. It can use each ray only once on a turn.

  1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
  2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
  4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
Reactions

Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the heart of the ship can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

BlueBox_Madman

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