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Captain N'ghathrod
- STR
- 11 (+0)
- DEX
- 12 (+1)
- CON
- 12 (+1)
- INT
- 19 (+4)
- WIS
- 17 (+3)
- CHA
- 17 (+3)
Captain N'ghathrod has advantage on saving throws against spells and other magical effects.
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)
Captain N'ghathrod is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): 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
Actions
Melee Weapon Attack: +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 Weapon Attack: +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, the mind flayer 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.
Lair Actions
When fighting aboard the Scavenger, N'ghathrod can take lair actions. On initiative count 20 (losing initiative ties), N'ghathrod can take one lair action to cause one of the following effects:
- N'ghathrod creates a magical duplicate of itself anywhere aboard the ship. Formed out of psionic energy, this duplicate lasts until it is reduced to 0 hit points, until it is dispelled (DC 15), or until N'ghathrod takes another lair action. The duplicate has the statistics of a normal mind flayer and is friendly toward N'ghathrod, but not under its control. It cannot leave the Scavenger.
- N'ghathrod fills all interior areas of the ship with mind-warping images and sounds of the Far Realm that last until initiative count 20 on the next round. Any creature that isn't an aberration that starts its turn inside the ship must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.
Find this creature in the encounter builder

Source: Waterdeep: Dungeon of the Mad Mage, p. 250 - Licenses and attribution