Medium aberration, Lawful Evil
| Armor Class | 15 (breastplate) |
|---|---|
| Hit Points | 111 (13d8 + 13) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 12 (+1) | 12 (+1) | 19 (+4) | 17 (+3) | 17 (+3) |
| Saving Throws | Cha +6, Int +7, Wis +6 |
|---|---|
| Skills | Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 16 |
| Languages | Deep Speech, Undercommon, telepathy 120 ft. |
| Challenge | 8 |
Captain N'ghathrod has advantage on saving throws against spells and other magical effects.
Melee Attack Roll: +7 to hit, reach 5 ft., one creature. 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.
Melee Attack Roll: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Captain N'ghathrod. Hit: 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.
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.
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 each/day: dominate monster, plane shift (self only)
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: blade ward, dancing lights, mage hand, shocking grasp
Level 1 (4 slots): detect magic, disguise self, shield, sleep
Level 2 (3 slots): blur, invisibility, ray of enfeeblement
Level 3 (3 slots): clairvoyance, lightning bolt, sending
Level 4 (3 slots): confusion, hallucinatory terrain
Level 5 (2 slots): telekinesis, wall of force