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12.  GHAUNADAUR SHRINE                              CAPTAIN  N 'GHATHROD
                                                                The captain of  the Scavenger is an illithid pirate named
            Intelligent Oozes. Clinging to the 20-foot-high ceiling   N'ghathrod. N'ghathrod is a mind flayer arcanist (see the
             are three intelligent black puddings that were once   sidebar in the "Mind Flayer" entry in the Monster Man·
             drow worshipers of Ghaunadaur (see "Intelligent    ua0 with  111  hit points. It uses a crystal orb as an arcane
             Black Puddings," page 244). These oozes are hostile   focus and dresses·in pirate garb. A  wooden peg replaces
             toward all intruders. (A battle here also attracts the   one of  its feet, which it lost in battle years ago. Tucked in
             Huge gray ooze in area 14.)                        the pockets of  its overcoat are four fist-sized gray gem-
            Shrine. Nestled in a 12-foot-high alcove at the back   stones-the control gems for the gray slaadi that guard
             of the cave is a misshapen granite altar. Staring out   the ship's upper deck. N'ghathrod carries a rapier as an
             from it is a !-foot-diameter purple disk inscribed with   affectation but it not proficient with the weapon.
                                                                  Before it turned to a life of  space piracy, N'ghathrod lived
             a black, glaring eye. Looming behind the altar is a   in a mind flayer colony on the ringed planet of  Glyth, which
             9-foot-tall statue carved in the form of  an amorphous,   is farther from the sun than Toril. A few weeks after the
             forward-lurching pillar that reaches out with a dozen   Scavenger became trapped in  Undermountain, N'ghathrod
             clawed human arms.                                 turned on its orog crew out of hunger, killing four of them
                                                                and eating their brains. The remaining orog crew members
             The disk embedded in the altar can be removed by
            turning it 360 degrees counterclockwise. Removing the   fled to avoid a similar fate. The arrival of  adventurers pro-
                                                                vides N'ghathrod with an unexpected but welcome food
            disk causes copper coins to spill out from a hollow cav-  source. It tries to separate one party member from the
            ity inside the altar (see "Treasure" below).        others with a wall of  force spell. It then uses its Mind  Blast
             If  the altar is opened, the multiarmed representation   to stun its prey as a prelude to extracting its brain.
            of Ghaunadaur animates and attacks creatures within   If N'ghathrod is reduced to 55 hit points or fewer, its
            10 feet of  it or within 5 feet of the altar. The statue is a   survival instinct supersedes its hunger, prompting it to
            Large object with AC 17, 50 hit points, a speed of 0 feet,   surrender telepathically. The mind flayer apologizes for its
            and immunity to acid, poison, and psychic damage. It   assault and proposes an end to hostilities. Given a chance,
            has the following ability scores: Strength 14, Dexterity   it recounts how the Scavenger was orbiting Tori I  when it
            10, Intelligence 3, Wisdom 3, and Charisma L It has   was pulled through a magic gate to its current location. It
            blindsight out to a range of 10 feet and is blind beyond   also reveals that the ship's spelljamming helm vanished
                                                                shortly thereafter (spirited away by a wish spell, though
            this radius.                                        the mind flayer doesn't know it). If the mind flayer and the
             As an action, the animated statue makes a single   characters establish a truce, N'ghathrod offers to "guard
            melee weapon attack (+10 to hit) with its claws. On a   the ship" while the characters set out to retrieve the stolen
            hit, the claws deal 22 (5d6 + 5) slashing damage to the   helm. If the characters succeed, N'ghathrod allows them
            target, and any nonmagical armor worn by the target is   to claim the vessel as their own, accepting a demotion  un-
            destroyed.                                          til it finds a way to get rid of them.
                                                                  Lair  Actions. When fighting aboard the Scavenger,  N'gha-
            TREASURE                                            throd can take lair actions. On initiative count 20 (losing
            The altar's hidden cavity contains 2,000 cp.        initiative ties), N'ghathrod can take one lair action to cause
                                                                one of the following effects:
            13.  THE SCAVENGER                                  •  N'ghathrod creates a magical duplicate of  itself any-
                                                                  where aboard the ship. Formed out of  psionic energy,
            The Scavenger is a 290-foot-long, 50-foot-wide, 25-ton   this duplicate lasts until it is reduced to 0 hit points,
            spelljamming vessel- a ship designed to travel through   until it is dispelled (DC 15), or until  N'ghathrod takes
            space. Halaster detected the vessel as it orbited Tori!   another lair action. The duplicate has the statistics of  a
            and lured it through a magic gate into Undermountain.   normal mind flayer and is friendly toward N'ghathrod,
            He then boarded the vessel, stole its spelljamming helm   but not under its control. It cannot leave the Scavenger.
            (the magic device that propels and steers the craft), and   •  N'ghathrod fills all interior areas of  the ship with
            took the helm to level 23, leaving the captain and crew   mind-warping images and sounds of  the Far Realm that
            to fend for themselves.                               last until initiative count 20 on the next round. Any crea-
             Mind flayers constructed the Scavenger to resemble a   ture that isn't an aberration that starts its turn inside the
            giant cuttlefish. Its hull is made of an alien resin as hard   ship must succeed on a DC 15 Wisdom saving throw or
            as thick wood. Behind the ship's tentacle-shaped rams   take 10 (3d6)  psychic damage.
            are two circular windows of transparent crystal resem-
            bling eyes, and an upper deck (area 13a) equipped with   The Scavenger is buoyant but has no sails, oars, or
            four ballistae manned by gray slaadi. An open hatch on   other means of propulsion without its spelljamming
            the upper deck provides access to the lower deck (areas   helm. The vessel can hold up to 10 tons of  cargo, and its
            13b through 13h). The ceilings on the lower deck are 10   standard crew complement is twenty. It has AC 15, 400
            feet high.                                         hit points, a damage threshold of 20, and immunity to
             The ship sits in a 5-foot-deep pool of ooze in an   poison and psychic damage.
            immense cavern, the ceiling of  which varies from 30   Only a carefully worded wish spell can free the Scav-
            to 50 feet high. A character can climb the ship's hull   enger from the cavernous depths of Undermountain.
            with a successful DC 15 Strength (Athletics) check;   Characters who free the ship from its confines can sell it
            the distance from the cavern floor to the upper deck is   for 20,000 gp, minus 50 gp for each point of damage the
            roughly 20 feet.                                  ship has taken.




            LEVEL 19 I CAVERNS  OF OOZE
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