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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 8 | -1 | -d3 |
| Sense | 22 | +6 | d12 |
| Heart | 16 | +3 | d6 |
| Cunning | 18 | +4 | d8 |
| Fate | 20 | +5 | d10 |
Passives
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.
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
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.
Swallow
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.