Mikie meets the Dreadnought by ZLMike
Astral Dreadnought, Venerable
Elite Gargantuan monstrosity (titan), unaligned
Armor Class 20 Natural Armor
Hit Points 630 (18d20 + 126; bloodied 315)
Speed 20 ft., fly 90 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
28 (+9) | 7 (-2) | 25 (+7) | 5 (-3) | 14 (+2) | 18 (+4) |
Saving Throws Dex +5, Con +14, Wis +9
Skills Athletic +16, Intimidation +11, Perception +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses darkvision 120 ft, passive perception 19
Languages --
Challenge 21 (66,000 elite XP)
Proficiency Bonus +7
Antimagic Cone. The astral dreadnought’s opened eye creates an area of antimagic, as in the antimagic field spell, in a 300-foot 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.
Colossal. The abomination’s space is 30 feet by 30 feet and it has advantage on saving throws against being pushed or pulled.
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 1,000 feet in diameter with a ceiling 100 feet 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.
Magic Weapons. An astral dreadnought’s weapon attacks are magical.
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.
Astral Eye (Elite Trait, recharges after a short or long rest). If the dreadnought is bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, and it can use its elite actions.
Unstoppable. The dreadnought can use a reaction at the end of its turn to remove one condition or effect it is suffering. Alternately, it can use a reaction, take 30 hit points of damage and end the condition or effect immediately.
ACTIONS
Multiattack. The astral dreadnought makes two claw attacks.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 41 (5d12 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points 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. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
Hit: 31 (5d8 + 9) slashing damage and the target must make DC 24 Strength saving throw or be grappled.
LEGENDARY ACTIONS
The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The dreadnought can use any unspent legendary actions at the end of each round and it regains spent legendary actions at the start of its turn.
Psychic Projection. The dreadnought selects one creature it can see within 120 feet of it and assault its mind. The target must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.
Bite (Cost 2 Actions). The astral dreadnought makes a bite attack against one target it has grappled.
Donjon Visit (Costs 2 Actions). One creature that is Huge or smaller that the astral dreadnought can see within 120 feet of it must succeed on a DC 19 Charisma 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.
ELITE ACTIONS
If the colossus' mythic trait is active, it can use the options below as legendary actions for 1 hour after using Arcane Recharge.
Teleport. The dreadnought teleports to an unoccupied space it can see within 120 feet of it.
Antimagic Beam (Cost 2 Actions, Recharge 5-6.) The dreadnought focuses its antimagic cone into a beam that is 400 feet long by 10 feet wide. Each creature in the beam must make a DC 22 Constitution saving throw. On a failed save, the target cannot cast spells and any non-artifact magic items in its possession lose all its magical properties. The target may make an additional saving throw at the end of each of its turns, end the effect for itself on a success. Additionally, after uses this ability, the dreadnought's antimagic cone is not active until the start of the deadnoughts next turn.
Astral Wind (Cost 3 Actions). The dreadnought creates a vortex in a 90-foot cone. Each creature in the cone must make a DC 22 Strength saving throw or pulled adjacent to the dreadnought. The dreadnought then makes a bite attack against each creature pulled adjacent to it.