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Check out the Astral Deadnought from Mordenkainen's Tome
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<blockquote data-quote="Dausuul" data-source="post: 7742120" data-attributes="member: 58197"><p>Thoughts:</p><p></p><p>1. This does a much better job than the 4E Manual of the Planes at evoking the Jeff Easley cover. Though I still miss the vivid, hallucinatory background of the Easley version. A white background doesn't really do it justice.</p><p></p><p>2. This monster is a fascinating package of abilities. One of the flaws of 5E is that a lot of monsters are just bruisers; fighting them is pretty dull unless the DM goes out of their way to spice up the combat. The astral dreadnought doesn't have that problem. You can drop this sucker on a party in a big empty field* and still have an exciting, dynamic combat. Kudos.</p><p></p><p>3. Psychic Projection looks like a pretty niche ability. Almost always, the dreadnought is better off using Donjon Visit to banish somebody, then making an extra claw attack. The only time I could see Psychic Projection being useful is if the dreadnought is facing a swarm of weak foes (e.g., from a summon spell).</p><p></p><p>4. I'm a little concerned about the dreadnought's hit points. 300 hit points is not a lot for a CR 21 monster that's clearly designed for solo combat. Still, it has enough combat tricks to probably make up for it. And bumping up a monster's hit points is one of the easiest adjustments to make.</p><p></p><p>5. Overall: This is a hell of a sweet monster. If the rest of MToF is like this, I'm gonna be a happy camper.</p><p></p><p>[SIZE=-2]*Good thing, too, because "big empty field" describes pretty much all of the Astral Plane.[/SIZE]</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7742120, member: 58197"] Thoughts: 1. This does a much better job than the 4E Manual of the Planes at evoking the Jeff Easley cover. Though I still miss the vivid, hallucinatory background of the Easley version. A white background doesn't really do it justice. 2. This monster is a fascinating package of abilities. One of the flaws of 5E is that a lot of monsters are just bruisers; fighting them is pretty dull unless the DM goes out of their way to spice up the combat. The astral dreadnought doesn't have that problem. You can drop this sucker on a party in a big empty field* and still have an exciting, dynamic combat. Kudos. 3. Psychic Projection looks like a pretty niche ability. Almost always, the dreadnought is better off using Donjon Visit to banish somebody, then making an extra claw attack. The only time I could see Psychic Projection being useful is if the dreadnought is facing a swarm of weak foes (e.g., from a summon spell). 4. I'm a little concerned about the dreadnought's hit points. 300 hit points is not a lot for a CR 21 monster that's clearly designed for solo combat. Still, it has enough combat tricks to probably make up for it. And bumping up a monster's hit points is one of the easiest adjustments to make. 5. Overall: This is a hell of a sweet monster. If the rest of MToF is like this, I'm gonna be a happy camper. [SIZE=-2]*Good thing, too, because "big empty field" describes pretty much all of the Astral Plane.[/SIZE] [/QUOTE]
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