Captain N'ghathrod

Waterdeep: Dungeon of the Mad Mage p. 250

Size
Medium
Type
aberration
Alignment
lawful evil
AC
15 (breastplate)
Hit Points
111 (13d8+13)
Speed
walk 30 ft.
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.
Passive Perception
16
Languages
Deep Speech, Undercommon, telepathy 120 ft.
Challenge
8
Environment
underdark
STR
11
+0
DEX
12
+1
CON
12
+1
INT
19
+4
WIS
17
+3
CHA
17
+3

Traits

Magic Resistance

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

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:

  • Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
  • 1st level (4 slots): detect magic, disguise self, shield, sleep
  • 2nd level (3 slots): blur, invisibility, ray of enfeeblement
  • 3rd level (3 slots): clairvoyance, lightning bolt, sending
  • 4th level (3 slots): confusion, hallucinatory terrain
  • 5th level (2 slots): telekinesis, wall of force

Actions

Tentacles

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 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. 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.

recharge

D5

Spells

detect thoughts, levitate, dominate monster, plane shift, blade ward, dancing lights, mage hand, shocking grasp, detect magic, disguise self, shield, sleep, blur, invisibility, ray of enfeeblement, clairvoyance, lightning bolt, sending, confusion, hallucinatory terrain, telekinesis, wall of force

Spell Slots

0,4,3,3,3,2

Other data

description