Kryx RPGThemesCreatures
Astral Dreadnought

Astral Dreadnought

Gargantuan monstrosity (titan)
Challenge
21

STR
9
DEX
−2
CON
7
INT
−3
WIS
2
CHA
4

385
22d20+154
26
Soak
5
Fort
+14
Ref
+10
Will
+10
Defense note natural armor

Speed 3 m., fly 20 m. (hover)
Skills Insight +2 (13), Perception +9 (20)
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 dreadnought decides which way the cone faces. The cone doesn’t function while the dreadnought’s eye is closed or while the dreadnought is blinded.

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 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 dreadnought’s past meals.

The dreadnought can’t be harmed from within the demiplane. If the 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. An astral dreadnought’s weapon attacks are magical.

Maneuvers. The astral dreadnought uses maneuvers (maneuver save Difficulty 24). It has 59 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 (rounded up) 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 dreadnought can cut the target’s silver cord instead of dealing damage.

Actions (3)

Bite (1/turn). Melee Weapon Attack: +16 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: +16 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. 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. 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.

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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 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. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on 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 make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

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 succeed on a Reflex saving throw or you throw it up to 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

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, you can 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 if you 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 make an attack roll against a creature.

On a hit, the creature takes damage equal to the stamina die (or half if you miss by 4 or less), but no additional effects from hitting apply.

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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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

As an action, you can 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 succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

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

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, 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.

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

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

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.