Mechanical Beholder

VehicleAIp. 2192014

This entry has no prose โ€” see the raw data below.

Raw data
{
  "cha": 0,
  "con": 18,
  "dex": 12,
  "int": 0,
  "str": 18,
  "wis": 0,
  "hull": {
    "ac": 18,
    "dt": 10,
    "hp": 200
  },
  "name": "Mechanical Beholder",
  "pace": 3,
  "page": 219,
  "size": "H",
  "__prop": "vehicle",
  "action": [
    "On its turn the mechanical beholder can take 1 action. It cannot take any actions if it has no crew.",
    {
      "type": "list",
      "items": [
        {
          "name": "Eye Rays",
          "type": "item",
          "entry": "The mechanical beholder can use its eye ray tentacles."
        },
        {
          "name": "Move",
          "type": "item",
          "entry": "The mechanical beholder can use its helm to move using its magical propulsion unit."
        }
      ],
      "style": "list-hang-notitle"
    }
  ],
  "immune": [
    "poison",
    "psychic"
  ],
  "source": "AI",
  "weapon": [
    {
      "ac": 14,
      "hp": 50,
      "name": "Eye Ray Tentacles",
      "count": 6,
      "entries": [
        "{@atk g} 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.",
        {
          "type": "list",
          "items": [
            {
              "name": "Disintegration Ray",
              "type": "item",
              "entry": "If the target is a creature, it must succeed on a {@dc 15} Dexterity saving throw or take 18 ({@damage 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."
            },
            {
              "name": "Enervation Ray",
              "type": "item",
              "entry": "The targeted creature must make a {@dc 15} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one."
            },
            {
              "name": "Paralyzing Ray",
              "type": "item",
              "entry": "The targeted creature must succeed on a {@dc 15} Constitution saving throw or be {@condition 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."
            }
          ],
          "style": "list-hang-notitle"
        }
      ]
    }
  ],
  "capCrew": 1,
  "control": [
    {
      "ac": 16,
      "hp": 25,
      "name": "Helm",
      "entries": [
        "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."
      ]
    }
  ],
  "terrain": [
    "land",
    "sea",
    "air"
  ],
  "capCargo": "crew and passengers' normal gear",
  "hasFluff": true,
  "hasToken": true,
  "movement": [
    {
      "ac": 16,
      "hp": 100,
      "name": "Magical Propulsion Unit",
      "speed": [
        {
          "mode": "magical",
          "entries": [
            "burrow 30 ft., fly 30 ft. (hover), swim 30 ft."
          ]
        }
      ],
      "hpNote": "-5 ft. speed per 25 damage taken"
    }
  ],
  "dimensions": [
    "15 ft.",
    "15 ft."
  ],
  "vehicleType": "SHIP",
  "capPassenger": 5,
  "hasFluffImages": true,
  "conditionImmune": [
    "blinded",
    "charmed",
    "deafened",
    "exhaustion",
    "frightened",
    "incapacitated",
    "paralyzed",
    "petrified",
    "poisoned",
    "prone",
    "stunned",
    "unconscious"
  ],
  "actionThresholds": {
    "0": 0,
    "1": 1
  }
}