KING
Astral Dreadnought

Astral Dreadnought

Aberration · Crown of Pride

T5d12Sovereign

Void guardians with anti-magic bites, astral dreadnoughts patrol planes, their roars echoing across realities.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 8 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC148 base + 6 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind8-1-d3
Sense22+6d12
Heart16+3d6
Cunning18+4d8
Fate20+5d10

Passives

Passive

Antimagic Cone

A 150 ft cone projects from its single eye; magic does not function inside it. The dreadnought can open or close the eye at will.

Passive

Titanic

Occupies a 30 ft space and needs no air, food, or sleep. Advantage on saves against spells and against anything that would move or restrain it.

Maneuvers

Maneuver

Jaws

A creature the dreadnought damages with its bite is grabbed and restrained in its jaws.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Swallow

Telegraph · disrupt d6 · Body save

The dreadnought gulps a grabbed creature toward its demiplane stomach. The creature makes a Body save (DC 19): on a failure it takes 5 damage and is swallowed, taking 1 Vigor damage at the start of each of its turns inside; only plane-shifting magic gets it out. On a success it takes 1 Vigor damage and tears free of the jaws.

Tactics

GM tactics

Opens with the eye closed so spellcasters commit, then opens Antimagic Cone on them. Catches the most dangerous threat in its Jaws and Swallows it toward the demiplane in its gut, where only plane-shifting magic will get it out. Patrols its territory eternally-never retreats.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.