Brave. The dreadnought has advantage on saving throws against being frightened.
Berserk. Whenever the dreadnought starts its turn with 100 hit points or fewer, roll a d6. On a 6, the dreadnought goes berserk. On each of its turns while berserk, the dreadnought attacks the nearest creature it can see. If no creature is near enough to move to and attack, the dreadnought attacks an object, with a preference for an object smaller than itself. Once the dreadnought goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Keen Senses. The dreadnought has advantage on wisdom (perception) checks that rely on sight, hearing, or smell.
Martial Advantage. Once per turn, the dreadnought can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the dreadnought that isn't incapacitated.
Loud and Lumbering. The dreadnought has Disadvantage on Dexterity (stealth) checks.
Siege Monster. The dreadnought deals double damage to objects and structures.
Stability. The dreadnought has advantage on saving throws against being pushed or knocked prone.
Multiattack. The dreadnought uses its Frightful Presence. It then makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. If the target is a Large size or smaller creature, it is grappled (escape DC 20). Until the grapple ends, the creature is restrained. The dreadnought has two arms, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the dreadnought is hurled up to 50 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target was thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.
Heavy Flamer (Recharge 5-6). The dreadnought sprays liquid flame in a 60-foot cone. All creatures within that area must make a DC 19 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one. Flammable objects and structures within the area catch fire.
Frightful Presence. Each creature of the dreadnought’s choice that is within 60 feet of the dreadnought and aware of it must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dreadnought’s Frightful Presence for 24 hours.
Description
Dreadnoughts are fearsome, vaguely humanoid war machines that the space marines deploy to end difficult battles. These chugging, smoke-spewing hulks lumber into battle, breaking bodies and fortifications with every swing of their metal fists.
A dreadnought is not a subtle weapon. It is a large and ungraceful thing with a top-heavy torso, bulky limbs that whir and clank with every movement, and engines that belch plumes of acrid black smoke at all times. The vibrations of its footfalls can be felt from dozens of yards away, and foes will either hear its approach or see its smoke long before the dreadnought itself becomes visible. But the dreadnought cares little that its enemies are aware of its approach, for its adamantine-plated shell is impervious to many forms of attack. It will simply wade into the enemies’ ranks and begin laying about with its massive fists, pulping bodies with every blow. One of its arms also sports a heavy flamer, with which it can set fortifications—and the defenders manning them---ablaze.
Chaos dreadnoughts are often left fully conscious between battles, unlike their loyalist kin, a fact that leaves them with unimaginable frustration. Only when they take to the field can they vent this frustration, and even then they teeter on the brink of madness. A chaos dreadnought that becomes heavily damaged during a fight may fly into a berserker rage, attacking anything in sight. When the battle is over, such crazed dreadnoughts are returned to their chambers and shackled like beasts within magical chains until their fury is finally spent and repairs can be made.
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