Gargantuan Construct, Neutral Evil
Armor Class 12 Natural Armor
Hit Points 500 (28d12 + 224)
Speed
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +9, WIS +8, CHA +9
Senses Truesight 120 ft, Passive Perception 12
Languages Aquan, Common, Deep Speech, Primordial, Undercommon deep speech, undercommon, common, primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
Hull
Armor Class 15
Hit Points 500 (damage threshold 20)
 
 
Control: Helm
Armor Class 18
Hit Points 50
 
Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the warship can't turn.
Movement: Oars
Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 20 ft. (requires at least 20 crew)
 
 
Movement: Sails
Armor Class 12
Hit Points 100; -10 ft. speed per 25 damage taken
Speed (water) 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind

Vigilant Watch

A row of crystal orbs, each filled with viscous liquid and a beholder’s eyeball, is mounted along this ship’s hull. Invisible creatures are visible while on the ship or within 120 feet of it.

Actions
On its turn, the warship can take 3 actions, choosing from the options below.
Fire Ballistas. The warship can fire its ballistas (DMG, ch. 8).
Fire Mangonels. The warship can fire its mangonels(DMG, ch. 8).
Move. The warship can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.

 

Legendary Actions

Screaming Sails

Woven from the energy of captured wraiths and bound with the spirit of a banshee, these sails groan mournfully when they catch the wind. As an action, while within 5 feet of the sails, the ship’s captain can cause the sails to unleash a howl. Every creature hostile to the ship who is on board or within 300 feet of it must succeed on a DC 14 Wisdom saving throw, or the creature takes 4d6 psychic damage and is then frightened for 1 minute. Once this ability has been used, it can’t be used again until 2d6 hours have passed.

Death Vessel

Crafted with materials harvested from the Shadowfell, this upgrade grants a ship an aura of dread. As an action, the ship can create a pulse of horrific energy. Every creature that is an enemy of the ship who is on board or within 210 feet of it must make DC 14 Wisdom saving throw. On a failed save, a creature is frightened of the ship for 1 minute. On a successful save, the creature is immune to this ability for 24 hours. Once this ability is used, it can’t be used again until 1d4 hours have passed.

 

Description

a beholder who dreamed it was a ship. After warping reality it changed into a sentient warship. Blackened charred wood with black tattered sails and a row of crystal orbs, each filled with viscous liquid and a beholder’s eyeball that give off a faint unnatural violet glow. 

Monster Tags: Beholderconstruct

Habitat: CoastalUnderwater

mino_necro_torid

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