Gargantuan Aberration, Any Chaotic Alignment
Armor Class 22 Natural armor
Hit Points 350 (60d20 + 100)
Speed
STR
30 (+10)
DEX
10 (+0)
CON
26 (+8)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +16, CON +14
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Condition Immunities Charmed, Frightened, Paralyzed
Gear N/A
Senses Passive Perception 19
Languages None
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Seige Monster. this monster does double damage to structures

Not of this world. this monster has disadvantage on all attmepts to use technology of eberron.

legendary Resistances (3/day): the astral brute may choose to succeed on a saving throw

Astral abomination: when the astral brute is reduced to 0 hit points its hit points reset to 300, it gains access to using its mythic actions when it's using legendary Actions, and when awarding XP treat it as 2x the original XP 

Actions

Multiattack. the astral brute makes 2 claw attacks and one bite attack

Stomp. Melee weapon attack:  +9 to hit, reach 10ft., 1 target. Hit 25 (4d12 + 10) bludgeoning damage. On a hit the target must make a DC 20 strength saving throw or be prone.

Claw. Melee Weapon Attack: +9 to hit, reach 10ft., 1 target. Hit: 25 (4d12 + 10) slashing damage.

Bite. melee weapon atttack: +9 to hit, reach 10ft., 1 target. Hit 40 (5d12 + 10) peircing damage and grappled DC 18 to escape

Frightful Presence: all creatures within 60 ft of the astral brute of its choice must make a DC 18 wisdom saving throw or be frightened of the astral brute for 1 minute.

Astral Breath Recharge 5-6: all creatures within a 60 by thirty foot cone must make a DC 20 dexterity saving throw. On a failure the target takes 60 (10d12) necrotic damage.

Charge. Melee weapon attack: the astral brute moves forward 60ft and any creature in the way takes 11(2d6 + 5) bludgeoning damage.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Astral breath (Costs 2 Actions). The astral brute uses a astral breath attack regardless of whether its recharged or not

Claw (Costs 1 Actions). The astral brute makes 2 claw attacks

Mythic Actions

Astral connection. The astral brute can choose to recharge the astral breath action.

Astral charge (Costs 1 Actions). The astral brute makes a charge attack and on a hit the target suffers the effects of the bane spell sending them to the astral plane without a save being made.

Description

The astral brute is a exraterrestial terror from the astral plane. It feeds on dead gods and fights astral dreadnought, the species only adversary.

This beast stands on its hind legs, but hunched like a tarrasque. It's four eyes are like a stary night with green stars. It's Astral Breath is a portal to the astral plane, that leads out of other Breath rifts. 

 

In the event that the astral brute uses its astral abomination fearure, read this to the players: A sound like fire being doused is audible over the chaos of battle. As this noise stops the scales of the astral brute are gone from their spots and instead an ever-changing view into the astral plane.

 

Lair and Lair Actions

The astral brute lives a nomadic life, staying in a dead god's corpse and feeding till their is nothing left and finding a new body

Lair Actions

On initiative count 20 (losing initiative ties), the astral brute takes a lair action to cause one of the following effects; the astral brute can’t use the same effect two rounds in a row:

  • The astral brute can cause astral flares in the plane, causing immense explosions of power. All creatures within a 40 ft radius of a point of the brutes choice must make a dexterity saving throw DC 20 or take 5d10 fire damage 
  • The astral brute can distort gravity in an area. The astral brute chooses a location and makes a 30ft by 30ft cube of terrain that when moved into, no more movement speed. This lasts until the astral brute uses a legendary attack

Regional Effects

The region containing a legendary astral brutes lair is gravitationaly unsound, which creates one or more of the following effects:

  • All areas within 6 miles of the lair are able to jump twice as high
  • All areas within 3 miles of the lair halve doubled movement speed.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Titan

Habitat: Planar (Astral Plane)

Cottoneyesjoe45464

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