18
200
3 miles per hour (72 miles per day)
poison, psychic
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
200
Armor Class: 18 Hit Points: 200 (damage threshold 10)
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.
Magical Propulsion Unit Armor Class: 16 Hit Points: 100; -5 ft. speed per 25 damage taken
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.
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.