Astral Dreadnought 5e Stats and Guide for Players & DMs Black


I converted the astral dreadnought from 3.5e to 5e r/DnD

The eye of an astral dreadnought was capable of nullifying any magic within a cone-shaped area 100 yd (91 m) in length and 20 yd (18 m) at its widest point. This anti-magic field was identical to the antimagic spell. Astral dreadnoughts projected an aura of fear. Ecology [] Astral dreadnoughts fed on the astral projections of travelers.


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The astral dreadnought is a fearless titan, drifting through the astral plane and obliterating everyone and everything it comes across.. ETA: I occasionally get into arguments with commenters over the topic of facing, which in 5E is optional (not, as some seem to think, nonexistent). Given that the astral dreadnought's eye and mouth are on.


Astral Dreadnought

The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-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.


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What Is Astral Dreadnought DND 5e? Enormous and terrifying, astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. Dreadnoughts have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter..


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Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks. Antimagic Cone The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-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.


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The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-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.


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The astral dreadnought's primary concern in combat is how to keep the maximum number of creatures in its antimagic field while still being in range to attack. Its Bite has a range of 10 feet, and its Claws have a range of 20 feet, which allow it to maintain some distance. But, unfortunately for the astral dreadnought, its eye's antimagic field.


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Traveling through the Astral Plane by means of the astral projection spell involves projecting one's consciousness there, usually in search of a gateway to an Outer Plane to visit. Since the Outer Planes are as much spiritual states of being as they are physical places, this allows a character to manifest in an Outer Plane as if he or she had physically traveled there, but as in a dream.


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Claw. The astral dreadnought makes one claw attack. Donjon Visit (Costs 2 Actions). One creature that is Huge or smaller that the astral dreadnought can see within 60 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.


Astral Dreadnought 5e Stats and Guide for Players & DMs Black

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. ACTIONS. Multiattack. The astral dreadnought makes.


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Demiplanar Donjon. Anything the dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or the dreadnought's Bite and Donjon Visit. 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.


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Saving Throws Dex +5, Wis +9 Skills 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 (33000 XP) Proficiency Bonus +7


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Astral Entity. Demiplanar Donjon. Legendary Resistance (3/Day). If the astral dreadnought fails a saving throw, it can choose to succeed instead. Magic Weapons (Variant. ). An astral dreadnought's weapon attacks are magical. Sever Silver Cord. Unusual Nature (Variant. ). The dreadnought doesn't require air, food, drink, or sleep. Actions


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The astral dreadnought's opened eye creates an area of antimagic, as in the Antimagic Field spell, in a 150-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.


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Astral Dreadnought legacy. Astral Dreadnought. Antimagic Cone. The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-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.


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The Astral Dreadnought has an ability called Astral Entity: The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane. So for a feature to override this, the specific-beats-general rule (see below) tells us that it must explicitly call out this rule and create an exception to it.

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