Astral dreadnought

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Astral dreadnoughts are terrors of the Astral Plane, hunting the void for the projected bodies of those from the Prime; its main food source, those. 30 feet long, with a thick, armored carapace and jaws that can bite through an arm as easily as a sword through water, these creatures are a force any sensible cutter would stay far away from at all times.

Astral Dreadnought[1]: Int Exceptional (15-16); AC -4; MV 15, 15-16 astral; HD 15+30; THAC0 5; #AT 3; Dmg 4d8/4d8/2d10 (claw/claw/bite); SA Antimagic, fear; SD +1 or better weapon to hit; MR 35%; SZ G (30' tall); ML Fearless (19-20); XP 22,000.

Extremely rare, some bloods believe that there exists only one astral dreadnought at any one time. These creatures prowl the Astral ceaselessly, always hunting for projected bodies on which to feed. Seemingly part of the plane on a deeper level than others, dreadnoughts are fully capable of entirely ignoring the hazards of the plane as they roam, being entirely unaffected by shifting conduits, psychic wind, or other natural phenomena. Lucky for many, the dreadnought tends to ignore those physically on the Astral, as opposed to those projecting, though this isn't necessarily a guarantee of safety. If an astral traveler gets in the way of a dreadnought, it will attack just as rabidly as it would in obtaining its prey.

Appearance

Tremendous beasts, dreadnoughts are entirely covered with a reddish carapace, with the sole exception of its single eye. Beneath this black eye is a massive maw lined with needle-sharp teeth, capable of tearing through plate or ripping off a limb in a single bite. To either side of the head are two huge arms, each ending with a pincer-claw lined with sharp, serrated edges.

The lower half of the dreadnought resembles a serpent, with a barrel-thick silver cord stretching off into the distance. The existence of this cord leads some to think that the dreadnought is in fact itself projecting from some Prime world, not truly a native of the astral. Others, however, believe it is evidence that the dreadnought is not truly on the Astral, but of it; a projection of the plane itself, reacting to the increasing numbers of mortals passing through where they weren't meant to.

Abilities

Physically, the dreadnought is a force to be reckoned with. Its two claws automatically pin a target on a roll of 18 or better, automatically crushed for normal claw damage each round, with a 50% chance of 1d4 limbs being pinned. While holding a victim, the dreadnought can either make a bite attack at a +4 bonus, or throw the victim 30-180 (3d6 x 10) yards. Its mouth is similarly deadly; if it hits with a bite attack by 4 or more, the victim's armor must make a save vs. crushing blow or be destroyed. If the victim has no armor, or it has already been destroyed by this attack, they must themselves make a save vs. death or lose a random limb. The dreadnought can even bite through a silver cord on a successful hit vs. AC 0. It is loathe to do this, however, as such an attack causes the immediate destruction of the astral body (and death of the physical body back on the Prime) before the dreadnought can consume it.

Beyond this, it also has a few useful magical abilities on its side. Much like a beholder, its gaze emits a cone of antimagic, stretching up to 100 yards away, and spanning 20 yards across at its maximum range. In addition, its gaze can also cause fear when met, the victim getting a saving throw vs. spell to avoid the effect.

When facing it in combat, there are only two weaknesses to consider. The first is the silver cord, though weakness may be a slight misnomer. Unlike the cord of a projecting entity, this one can be damaged by any slashing weapon. However, it has an effective AC -5, and requires 60 hp of damage to sever. If severed, the dreadnought is destroyed; thus, it tends to be fiercely protective of its own cord. The second weakness is the eye. Though protected by bony ridges, granting it an effective AC -8, it requires only 10 hp of damage to destroy. If the dreadnought is blinded, it immediately flees the area to recover.

References

  1. Planescape MCII, pp. 12-13