Large Aberration, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 935 (19d10 + 76)
Speed 50 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +9, WIS +8, CHA +9
Skills Perception +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Darkvision 120 ft., Passive Perception 22
Languages Deep Speech, Undercommon
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Conversion Cone. The Ardith Scylla central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.

Any humanoid that dies there becomes a zombie under the Ardith Scylla's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.

Compounded Sickness. The Madtrick's cocktail of diseases are potent to even the most resolute fighters. Creatures that are normally immune to disease or poison are instead only resistant to a Madtrick's spore ray.

Ship Layout: The Ardith Scylla was partially a merchant ship. The Ardith Scylla is armed with 6 Large Cannons distributed between the decks as follows:

Lower Deck: 3 Large Cannons

Mid Deck: 3 Large Cannons

Misfire: On a roll of a 1, the Cannon misfires, any crew members within 10ft of the cannon take 3D12 bludgeoning and piercing damage as the cannon explodes.

Legendary Resistance (3/Day). If the Ardith Scylla fails a saving throw, it can choose to succeed instead.

Actions

Multi attack:   The Ardith Scylla can make 5 attacks per turn, upto 3 of these can be eye rays replacing one eye ray for a bite attack, 2 of these can be tenticle attacks and 1 can be a deck of cannons. These diminish the more of the Ardith is destroyed.

Action: Beholder

Bite.
Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.

Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Blinding Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw or suffer the effects of Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded..
  2. Fear Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened 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. Fire Ray. The targeted creature must make a DC 15 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. Objects not worn by the creature burst into flames.
  4. Telekinetic Ray. If the target is a creature, it must succeed on a DC 15 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.
    If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  5. Sleep Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  6. Converting Ray. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or take 30 (6d8) poison damage. If this damage reduces the creature to 0 hit points, the Creature is covered in fungi, which spawn 1D4+1 Zombies under the Ardiths control. The Zombies act right after the Madtrip on the same initiative count and fight until they’re destroyed.
  7. Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
    If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  8. Death Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.


Ship

Large Cannon Deck. RangedWeapon Attack: +6 to attack, range 300 ft., damage 4d12+4. Ranged Weapon Attack: +6 to hit, range 200/400 ft., one target. Hit: 30 (4d12 + 4) Bludgeoning damage.

Kraken

Tentacle. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 16 Dexterity saving throw, taking 22 (4d10) lightning 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.

Legendary Actions

The Ardith Scylla can take 3 legendary actions, using the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The beholder regains spent legendary actions at the start of its turn.

Eye Ray. The beholder uses one random eye ray.

Fire the Cannons: The Ardith Scylla may fire one deck of cannons.

Lightning storm: The Ardith Scylla can use it's lightning storm ability

Lair and Lair Actions

A Beholder’s Lair

A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).

Lair Actions

When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:

  • An area that is a 50-foot cube within 120 feet of the tyrant is filled with voracious fungi. To creatures other than the Madtrip, that area is lightly obscured and difficult terrain until initiative count 20 on the next round.
  • A spectral eye opens in the air at a point within 50 feet of the Madtrip. One random spore ray of the Madtrip shoots from that eye, which is considered to be an ethereal source, at a target of the Madtrip’s choice. The eye then closes and disappears.
  • The water in the kraken’s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.

Regional Effects

A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the Ardith Scylla’s lair sometimes feel as if they’re being watched when they aren’t.
  • When the Ardith Scylla sleeps, minor warps in reality occur within 1 mile of its lair. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person.
  • Noxious smells waft from 10 miles from the Ardith Scylla's lair causing serve nausea and vomiting (DC 16 Constitution) from creatures that breathe the gas.
  • The Ardith Scylla can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.

If the Ardith Scylla dies, these effects fade over the course of 1d10 days.

Monster Tags: Beholdermonstrosity

Plimbles

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