Legendary Resistance (3/Day). If the Weave Dreadnought fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Weave Dreadnought has advantage on saving throws against spells and other magical effects.
Arcane Capacitor. Any time the Weave Dreadnought is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the spell is absorbed and the Weave Dreadnought gains temporary health points equal to five times the spell level. On a 6, the Weave Dreadnought is unaffected, and releases a nova of arcane energy that affects 30 feet around it. Every creature needs to make a DC 18 Dexterity saving throw. The nova deals 5d6 force damage plus all the current temporary health points the Weave Dreadnought has. On a fail, creatures are also knocked prone. On a success, the creature takes half damage and is not knocked prone.
Siege Monster. The Weave Dreadnought deals double damage to objects and structures.
Multiattack. The Weave Dreadnought can use its Anti-Magic Bindings or Weave Implosion, if it is able. It then makes five attacks: one with its bite, two with its claws, one with its Flak Turrets, and one with its tail. It can use its Swallow instead of its bite.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Weave Dreadnought can't bite another target.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Flak Turrets. Ranged Weapon Attack: +19 to hit, range 75/150, one target. Hit: 32 (4d10 + 10) piercing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Anti-Magic Bindings. Each creature of the Weave Dreadnought's choice within 120 feet of it and in its line of sight must succeed on a DC 17 Intelligence saving throw or become unable to use magic items or spells 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.
Weave Implosion (Recharge 5-6). The Weave Dreadnought chooses a point within 120 feet of itself. The Weave Dreadnought causes the very essence of magic itself to implode at that point. Every creature within 30 feet of the point must make a DC 18 Dexterity saving throw. On a fail, the affected creatures are pulled to the selected point and take 10d8 force damage and are thrown 30 feet away in random directions and knocked prone. On a success, the affected creatures take half damage and are knocked prone but not thrown away.
The Weave Dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Weave Dreadnought regains spent legendary actions at the start of its turn.
Attack. The Weave Dreadnought makes one flak turret attack, claw attack or tail attack.
Move. The Weave Dreadnought moves up to half its speed.
Arcane Shutdown (Costs 2 Actions). The tarrasque makes one arcane bindings attack.
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