Antimagic Cone. The dreadnought's 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, it decides which way the cone faces. The cone doesn't function while the eye is closed or while the dreadnought is blinded.
Astral Entity. The Dreadnought cannot leave the Astral plane by its own means, meaning it can be summoned, teleported or transported into a different plane
Demiplanar Donjon. Anything the dreadnought swallows is transported to a demi plane 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 demi plane 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. Like a stomach, it contains the remains of past meals. The dreadnought can't be harmed from within the demi plane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the dreadnought's corpse. The demiplane is otherwise indestructible.
Legendary Resistance (3/Day). If the dreadnought fails a saving throw, it can choose to succeed instead.
Sever Silver Cord. If the dreadnought scores a critical hit against a creature traveling by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage.
Unusual Nature. The dreadnought doesn't require air, food, drink, or sleep.
Multiattack. The dreadnought makes one Bite attack and two Claw or Skin Warp attacks.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft. , one target. Hit: 36 (5dl O + 9) force damage. If the target is a Huge or smaller creature and this damage reduces it to O hit points or it is incapacitated, the dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the Demiplanar Donjon.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) force damage.
Skin Warp. Ranged Spell Attack. +16 to hit, reach 40 ft., one target. Hit: the target must make a d17 Constitution saving throw or take 19 (2d12 + 3) Radiant damage.
Summon Zombie (1/Day). The Dreadnought can use an action to try to summon 1d4 beholder zombies, 1d10 ogre zombies, or 1d20 zombies. This has a 80% chance of success.
The Dreadnought gets three legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Dreadnought regains spent legendary actions at the start of its turn.
Claw. The dreadnought makes one Claw attack.
Donjon Visit (Costs 2 Actions). One Huge or small er creature that the dreadnought can see with in 60 feet of it must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target's next turn, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Psychic Projection (Costs 3 Actions). Each creature within 60 feet of the dreadnought must make a DC 19 Wisdom saving throw, taking 26 (4d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.
Summon Zombie (Costs 2 Actions). The Dreadnought can use an action to try to summon 1d4 beholder zombies, 1d10 ogre zombies, or 1d20 zombies. This has a 80% chance of success.
Description
If you thought that the Astral Dreadnought, the eternal horror of the Astral plane, was terrifying, then let those fear overexaggerate themselves all over again! This creature, the Astral Dreadnought Zombie, is even more horrifying. The zombie grows even stronger as an undead, eternally haunting the depths of this plane even after death.
Just like before it was deceased, the Astral Dreadnought has a unique Demiplane of its own. Its bite will send you to this plane. This plane is inhabitable, with breathable air and gravity. Unlike the Demiplanes of the living Dreadnoughts, this plane has an odd screeching sound to it. If your character succeeds on a d23 investigation throw, however, you will be able to find your way out using that skill. You can only make that throw once per day
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