Mechanical Beholder

Huge vehicle (15 ft. × 15 ft.), Unaligned

Armor Class

18

Hit Points

200

Speed

3 miles per hour (72 miles per day)

Damage Immunities

poison, psychic

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Challenge

Hit Points

200

Hull:

Armor Class: 18 Hit Points: 200 (damage threshold 10)

Control:

Helm Armor Class: 16 Hit Points: 25 Move up to the speed of the ship's magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the helm is destroyed, the mechanical beholder can't move.

Movement:

Magical Propulsion Unit Armor Class: 16 Hit Points: 100; -5 ft. speed per 25 damage taken

Actions

On its turn the mechanical beholder can take 1 action. It cannot take any actions if it has no crew. • Eye Rays: The mechanical beholder can use its eye ray tentacles. • Move: The mechanical beholder can use its helm to move using its magical propulsion unit.

Weapons:

Eye Ray Tentacles (6) Armor Class: 14 Hit Points: 50 each The mechanical beholder shoots the following magical eye rays at up to three targets that would be visible to the crew and are within 120 feet of it. • Disintegration Ray: If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. • Enervation Ray: The targeted creature must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. • Paralyzing Ray: The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.