Gargantuan Undead, Unaligned
Armor Class 20 Natural Armor
Hit Points 297 (17d20 + 119)
Speed 15 ft., Fly 80 ft.
STR
28 (+9)
DEX
7 (-2)
CON
25 (+7)
INT
5 (-3)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +5, CON +14, WIS +9
Skills Perception +16
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 120 ft, Passive Perception 26
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Antimagic Eye. The dreadnought’s central eye projects an antimagic cone in a 150-foot cone. This area functions as an antimagic field (spell effects are suppressed, magic items become mundane). The dreadnought decides which way the cone faces at the start of each of its turns.

Necrotic Void Carapace. The dreadnought is immune to necrotic damage, and it regains hit points only from necrotic effects while undead.

Aura of Astral Decay. At the start of each creature’s turn within 30 feet of the dreadnought, that creature takes 2d10 necrotic damage. If a humanoid dies in the aura, its soul is torn free, and it rises at the end of its next turn as an astral husk (use specter statistics). The husk is hostile to all living creatures.

Lichbound Donjon. Anything the dreadnought swallows is transported to the Lich's dungeon, an extradimensional prison bound to the dreadnought’s necromantic essence. The dungeon can be entered by no means other than a wish spell or the dreadnought’s Bite and Lichbound Donjon

A creature can leave the dungeon only by using magic that enables planar travel, such as the plane shift spell.

The dungeon resembles a vast, rune-carved necropolis of black stone corridors and iron cells, roughly 1,000 ft in diameter, with ceilings 100 ft high. The walls are etched with necromantic sigils, and the remains of past prisoners—bones, broken gear, and drifting souls—are scattered throughout.

The dreadnought can’t be harmed from within the dungeon. If the dreadnought dies, the dungeon collapses, and everything inside it appears in unoccupied spaces within 30 feet of the dreadnought’s corpse. The dungeon is otherwise indestructible.

Legendary Resistance (3/Day). If the dreadnought fails a saving throw, it can choose to succeed instead.

Unusual Nature. The dreadnought doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The dreadnought makes three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) necrotic damage. If the target is a Huge or smaller creature and this damage reduces it to 0 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 Lichbound Donjon.

Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) necrotic damage.

Deathpulse Roar (Recharge 5–6). The dreadnought emits a soul-rending roar. Each non-undead creature of its choice within 60 feet must make a DC 21 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much on a success.

 

Legendary Actions

The dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

Claw Attack. The dreadnought makes one claw attack.

Soul Drag (Costs 2 Actions). One creature within 30 feet must succeed on a DC 21 Strength saving throw or be pulled 20 feet toward the dreadnought

Corpse Detonation (Costs 3 Actions). One astral husk or undead creature within 60 feet explodes. Each creature within 20 feet of it must make a DC 21 Dexterity saving throw, taking 33(6d10) necrotic damage on a failure, or half as much on a success.


DungeonDDive

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