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D&d astral dreadnought
D&d astral dreadnought









  1. #D&d astral dreadnought license#
  2. #D&d astral dreadnought plus#

#D&d astral dreadnought license#

Most product names are trademarks owned or used under license by the companies that publish those products. The Forgotten Realms was created by Ed Greenwood circa 1967. "Cross not a librarian, for they hold the keys to all lore." - old Faerûnian saying.ĭungeons & Dragons ©1995 - 2021 Wizards of the Coast. Those who succeed at the Will save are immune to the astral dreadnought's frightful presence for one day. Creatures with 4 HD or fewer become panicked for 4d6 rounds, and those with 5 HD or more become shaken for 4d6 rounds.

d&d astral dreadnought

Those within range must succeed at a Will save (DC 23) or be affected. The ability takes effect automatically whenever the astral dreadnought attacks or moves within 200 feet of a foe. Those effects are locked in place while the subjects are in the cone and cannot be dismissed, trapping the subjects on the Astral Plane while under its effect.įrightful Presence (Ex): The mere sight of an astral dreadnought can unsettle or even panic opponents.

d&d astral dreadnought

The astral dreadnought can only make bite attacks against creatures to its front.Īll magical, spell-like, and supernatural effects within the cone are suppressed, except for those that brought the subjects to the Astral Plane in the first place (the astral projection spell, for example). Once each round, during its turn, the astral dreadnought decides which way its eye faces. This functions just like antimagic field cast by an 18th-level sorcerer, with exception noted below. This attack automatically deals an additional 4d6+24 points of damage.Īntimagic Cone (Su): An astral dreadnought's single eye continually produces 150-foot antimagic cone extending straight ahead from the creature's front. Rend (Ex): If an astral dreadnought hits with both claw attacks, it latches onto the opponent's body and tears the flesh. The astral dreadnought's gullet can hold two Huge, four Large, eight Medium-size, sixteen Small, or thirty-two Tiny or smaller opponents. Once the creature exits, muscular action closes the hole another swallowed creature must cut its own way out. A swallowed creature can also cut its way out by using claws or a Sma7ll or Tiny slashing weapon to deal 35 points of damage to the gullet (AC 24). This returns it to the astral dreadnought's maw, where another successful grapple check is needed to get free. A swallowed creature can crawl out of the gullet by making a successful grapple check.

d&d astral dreadnought

#D&d astral dreadnought plus#

Once inside, the opponent takes 2d8+16 points of crushing damage plus 2d8 points of acid damage every round. Swallow Whole (Ex): The round after it grabs an opponent, an astral dreadnought can try to swallow it by making a successful grapple check. If it gets a hold, it picks up the opponent and transfers it to the mouth as a partial action, automatically dealing bite damage as above. If it gets a hold, it automatically deals bite damage and can try to swallow the opponent.Īn astral dreadnought that hits with a claw attack grabs as above. Improved Grab (Ex): To use this ability, the astral dreadnought must hit with its bite attack. Severing the silver cord destroys both the astral form and the body on the Material Plane. When the cord is damaged, the astral traveler must succeed at a Fortitude save (DC 13) or be immediately forced to return to its body. Attacking it draws an attack of opportunity from the astral traveler. A silver cord visibly trails 5 feet behind an astral traveler before fading into the astral medium. The normally insubstantial cord is treated as a tangible object with the owner's AC, hardness 10, and 20 hit points (see Attack an Object in Chapter 8 of the Player's Handbook). Sever Silver Cord (Ex): If the astral dreadnought can attack an astral traveler's back (by flanking it, catching it flat-footed, or pursuing it while panicked and fleeing), it can attack the silver cord that connects the astral form to its material counterpart.

d&d astral dreadnought

Skills: Hide +7, Move Silently +19, Spot +23, and Survival +23Īdvancement: 19-32 HD (Gargantuan) 33-54 HD (Colossal)Ĭlimate/Terrain: Any land and underground Special Qualities: SR 28, antimagic cone, frightful presenceįeats: Improved Critical (bite) Improved Critical (claw) Improved Initiative Multiattack Power Attack Improved Sunder Improved Bull Rush Track Special Attacks/Actions: Sever silver cord, improved grab, swallow whole, rend 4d6+24Ībilities: Str 42, Dex 7, Con 37, Int 3, Wis 14, Cha 18 Initiative: +2 (-2 Dex, +4 Improved Initiative) Senses: Spot +23ĪC: 20 (-4 size, -2 Dex, +16 natural), touch 4, flat-footed 20Īttack: 2 claws +30 melee, bite +28 meleeįull Attack: 2 claws +30 melee, bite +28 melee











D&d astral dreadnought