Creature Sense. Zruuk’iss is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. They know the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Legendary Resistance (3/Day). If Zruuk'iss fails a saving throw, it can choose to succeed instead.
Magic Resistance. Zruuk’iss has advantage on saving throws against spells and other magical effects.
Mind Carapace Armor. Zruuk’iss has advantage on Intelligence, Wisdom and Charisma saving throws, and is immune to the frightened condition
Psionic Hub. If an elder brain establishes a psychic link with Zruuk’iss, the elder brain can form a psychic link with any other creature Zruuk’iss can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both Zruuk’iss and the elder brain. Zruuk’iss can maintain their psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If Zruuk’iss is more than 5 miles away from the elder brain, they can end the psychic link at any time (no action required).
Innate Spellcasting (Psionics). Zruuk’iss is a 15th-level spellcaster. Their innate spellcasting ability is Intelligence (spell save DC 18; +10 to hit with spell attacks). They can innately cast the following spells, requiring no components:
At will: guidance, mage hand, vicious mockery, detect thoughts, levitate
1st level (4 slots): charm person, command, comprehend languages, sanctuary, shield
2nd level (3 slots): crown of madness, hold person, levitate, phantasmal force, see invisibility,
3rd level (3 slots): clairvoyance, counterspell, fear, enemies abound
4th level (3 slots): confusion, ego whip, phantasmal killer
5th level (2 slots): scrying, synaptic static, telekinesis
6th level (1 slot): eyebite, mass suggestion
7th level (1 slot): plane shift (self only), project image
8th level (1 slot): dominate monster, power word stun
Tentacles. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 18 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +10 to hit, reach 5 ft., one incapacitated humanoid grappled by Zruuk'iss. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Zruuk’iss kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). Zruuk’iss magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Zruuk’iss can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zruuk’iss regains spent legendary actions at the start of their turn.
Tentacles. Zruuk’iss makes one attack with their tentacles.
Greeth Eye Ray. Zruuk’iss directs Greeth to use one of their eye rays.
Cast Spell (Costs 1–3 Actions). Zruuk’iss uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that they have prepared. Doing so costs 1 legendary action per level of the spell.
Lair and Lair Actions
Zruuk’iss’s Lair
Zruuk’iss commands the Nautiloid Howling Terror, and oversees its operations from the bridge, where they operate the helm with the help of their mindwitness companion Greeth.
Lair Actions
When fighting inside its lair, Zruuk’iss can use lair actions. On initiative count 20 (losing initiative ties), Zruuk’iss can take one lair action to cause one of the following effects; Zruuk’iss can’t use the same lair action two rounds in a row:
- Zruuk’iss directs Greeth to use their alter gravity action
- Zruuk’iss directs a psionic blast at the flesh of the Nautiloid, causing the walls and floor to shudder and convulse. Each creature which is standing on the floor, wall or ceiling must succeed on a DC 15 Strength saving throw or be knocked prone. For one round, all these surfaces are considered difficult terrain as the fleshy substance of the Nautiloid continues to tremble.
- Zruuk’iss targets one creature they can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
Zruuk’iss has complete control over the workings of the Howling Terror, and their psionic presence extends throughout the ship, which creates the following effects:
- Creatures within the Nautiloid feel as if they are being watched, even when they are not.
- Zruuk’iss can overhear any telepathic conversation happening within the Nautiloid. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn’t revealed, and Zruuk’iss can’t participate in the telepathic conversation unless they or Greeth initiated it.
If either Zruuk’iss or Greeth dies, or Greeth becomes untethered from the Command Hub, these effects immediately end.
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