Astral Dreadnought

Astral Dreadnought

Gargantuan aberration (titan)
Challenge

STR
9
DEX
−2
CON
7
INT
−3
WIS
2
CHA
4

385
22d20+154
26
Soak
5
Fort
+13
Ref
+9
Will
+9
Defense note natural armor
Condition immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned, prone, stunned

Speed 3 m., fly 20 m. (hover)
Skills Perception +8 (19)
Senses darkvision 20 m.

Antimagic Cone. The astral dreadnought’s opened eye creates an area of antimagic, as in the antimagic sphere spell augmented to antimagic field, in a 20-meter cone. At the start of each of its turns, the astral dreadnought decides which way the cone faces and whether the cone is active. The cone doesn’t function while the astral dreadnought’s eye is closed or while the astral dreadnought is blinded. The area works against the astral dreadnought’s own features and spells.

Astral Entity. The astral dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.

Demiplanar Donjon. Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a miracle or wish spell or this creature’s Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 400 meters in diameter with a ceiling 20 meters high. Like a stomach, it contains the remains of the astral dreadnought’s past meals.

The astral dreadnought can’t be harmed from within the demiplane. If the astral dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.

Legendary Resistance (3/day). If the astral dreadnought fails a saving throw, it can choose to succeed instead.

Magic Weapons. The astral dreadnought’s weapon attacks are magical.

Maneuvers. The astral dreadnought uses maneuvers (maneuver save Difficulty 24). It has 39 stamina dice which are d8s, a dice limit of 7, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: fearsome beast, fling, grapple, rampage, spring attack, swipe, tear flesh

2 stamina dice: tear tendon

Sever Silver Cord. If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the astral dreadnought can cut the target’s silver cord instead of dealing damage.

Actions (3)

Bite (1/turn). Melee Weapon Attack: +15 to hit, reach 2 m. Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 health or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon.

Claw (2/turn). Melee Weapon Attack: +15 to hit, reach 4 m. Hit: 19 (3d6 + 9) slashing damage.

Legendary actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The astral dreadnought regains spent legendary actions at the start of its turn.

Claw. The astral dreadnought makes one claw attack.

Donjon Visit (Costs 2 actions). One creature that is Huge or smaller that the astral dreadnought can see within 10 meters of it must succeed on a Difficulty 19 Will saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon. At the end of the target’s next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Psychic Projection (Costs 3 actions). Each creature within 10 meters of the astral dreadnought must make a Difficulty 19 Will saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.

Astral Planemtof

Maneuvers

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.