- Adamantine Fortification: Any Critical Hit against the Dreadnought becomes a normal hit.
- Siege Titan: The Dreadnought deals Triple Damage to Objects and Structures.
- Aura of Scalding Exhaust: Any creature starting its turn within 15 feet of the Dreadnought takes 2d6 Fire damage.
- Blindsight: 120 ft
- The Sovereign Bonus (+3 to Strength and Charisma -Intimidation- checks)
The "Sovereign" designation refers to the Sovereign Adamantine Plating and the Neural-Link used by the Titan Pilot.
Crushing Power: The bonus is already factored into the Sovereign Ram (+19 to hit) and Athletics (+19). Morale Warfare: Factored into the +12 Intimidation bonus.
Structure Destruction: Any damage dealt by the dreadnought to non-living objects or terrain is tripled. - Hydraulic Reel: The Dreadnought activates the winches inside the split Sovereign Ram. One creature restrained by the Snag Mode is pulled up to 60 feet toward the Dreadnought. If the target ends this movement within 15 feet of the Dreadnought, the walker can immediately make one Sovereign Ram (Smash Mode) attack against it. If this attack hits, the target is slammed into the walker's central chassis, taking an additional 4d10 bludgeoning damage.
- Special Trait: Sovereign Gyros: The Dreadnought’s bipedal gait is stabilized by arcane gyroscopes. It cannot be knocked prone, and it can move through the space of any creature Huge or smaller. Additionally, it ignores difficult terrain caused by rubble, ruins, or water less than 20 feet deep.
- Special Trait: The Arcane HUD
The Pilot's Clarity. While integrated into the Sovereign Well, the pilot cannot be Blinded or Deafened. The pilot gains Expertise in Perception (factored into the +11 bonus) and can see into the Ethereal Plane up to 60 feet. - Trait: Neural Overload
Whenever the Dreadnought takes 60 or more Lightning or Psychic damage from a single spell or effect, the magical connection in the Sovereign Well surges violently. The pilot must succeed on a DC 18 Intelligence Saving Throw.
On a Failure: The pilot takes 6d6 psychic damage and is stunned by psychic feedback until the end of their next turn. While the pilot is trying to regain full psychic control (2 round), the Dreadnoughts attacks are all halved
On a Success: The Dreadnought’s power flickers but holds. - Immutable Form: The Dreadnought is immune to any spell or effect that would alter its form (it's too massive and magically reinforced).
- Legendary Resistance (4 a day): Allows the dreadnought to automatically succeed on a failed saving throw.
- Multi-attack: The Dreadnought makes two attacks: one with the Sovereign Ram and one with the Inferno-Vane (Either Mode).
- Sovereign-Adamantine Grapple Ram: Smash Mode: Melee Weapon Attack: 1d20+19 to hit, reach 15 ft., one target. Hit: 8d10+10 bludgeoning damage. (Triple damage vs. structures). On hit, the target must succeed on a DC 20 Strength Saving Throw or be launched 40ft.
Snag Mode: Ranged Weapon Attack: 1d20+16 to hit, range 120/480 ft., one target. Hit: 4d10+8 piercing damage and the target is Restrained as the harpoon clamps around the targets body. The target can try to make a DC 16 Strength check, freeing itself on a success and taking 8d6 damage on a fail. - Inferno-Vane: Triple-Core Rotary (3-6 recharge <use a 1d6>): The Dreadnought fires 3 alchemical shells at targets within 1,000 ft (Shoot, Rotate, Shoot, Rotate, Shoot, Rotate and Reload). Each shell functions as a 9th-level Fireball (14d6 fire damage, 20ft radius, DC 18 Dex) reloads after 2 turns.
- Inferno-Vane Solar-Flare: The Dreadnought unleashes a 100ft cone of plasma. 12d6 Fire damage (DC 16 Dex for half). The ground remains Ignited for 1 minute.
- Boiler Stomp: 15ft radius. 3d8 Fire damage (DC 10 Con Save for half).
- Pressure-Leap: The Dreadnought leaps 120 feet in any direction. This movement does not provoke Opportunity Attacks.
- Sovereign Counter-Piston: When hit by a melee attack, the Dreadnought fires its recoil pistons to push the attacker 20 feet back (DC 16 Str).
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Sonar Ping: When a creature the Dreadnought cannot see moves within 120 feet of it (including underwater or behind total cover), the Dreadnought can release a high-frequency pulse. The creature's location is revealed, and any condition on that creature is negated until the start of the Dreadnought's next turn.
- Reactive Displacement: When the Dreadnought is hit by a ranged attack, it can vent steam or water from its side thrusters. It moves 20 feet in any direction without provoking opportunity attacks.
- Titan's Kick. When a creature moves into a space within 10 feet of the Dreadnought, the Dreadnought can attempt to kick them away. The target must make a DC 15 Dexterity saving throw. On a failure, the creature takes 4d10 bludgeoning damage and is pushed 20 feet away.
- Steam Purge:Trigger: When a creature ends its turn within 10 feet of the Dreadnought.
Effect: The Dreadnought releases a high-pressure blast of superheated steam. The creature must succeed on a DC 17 Constitution Saving Throw or take 3d12 fire damage and be Blinded until the start of its next turn. On a success, the damage is blocked and the creature isn't blinded. - Anchoring Stance: Triggers when the Dreadnought is forced to move or teleport against its will. The Dreadnought slams a large basalt anchor into the ground (or seafloor), anchoring itself. The forced movement or teleportation is negated. If the Dreadnought is underwater, this creates a shockwave that deals 1d12 force damage to all creatures within 15 feet.
- Counter-Battery Fire: Triggers when the Dreadnought is hit by a ranged spell or weapon attack. The Dreadnought’s automated point-defense systems snap toward the attacker. The Dreadnought blasts a short burst of the Inferno-Vane Solar-Flare: The Dreadnought unleashes a 100ft cone of plasma. 12d6 Fire damage (DC 16 Dex for half). The ground remains Ignited for 1 minute.
- The Sovereign Gate to Hell: The Dreadnought fires its main reactor beam in a 300ft 10ft wide line. Each creature in the line must make a DC 20 Dexterity Save, taking 20d10 Fire damage on a failure.
Upon reaching 0 HP, the Dreadnought sheds its outer armor plates and begins to glow with blinding white thermal energy. It regains all hit points, and its Aura of Scalding Exhaust damage increases to 4d6 Fire damage.
- Atomic Repulsion: The Dreadnought vents a pulse of pure gravity and heat. Every creature within 30 feet must succeed on a DC 20 Strength save or take 4d10 Force damage and be pushed 40 feet away.
- Hyper-Velocity Volley: The Dreadnought fires its Triple-Core Rotary making twelve Magma-Core attacks instead of six, but only against targets within 90 feet and shoots 3 bullets at a time instead of 1 (Basically a large shotgun with dragons breath).
- Meltdown Beam: The Dreadnought fires its Sovereign Gate to Hell as a Mythic action. If this reduces a creature to 0 HP, they are disintegrated instantly (can be reversed with True Resurrection or Wish spells).
Description
- The Sensation: The pilot feels the Sovereign Ram as their own fist and the Magma-Core Cannon as their own breath (They feel all damage that it takes but they are fine -- Pacific Rim style).
- The Burden: Prolonged synchronization stains the pilot’s veins violet, a permanent mark of the Sovereign-Adamantine link.
- Alignment: Unaligned (Matches Pilot).
- Habitat: Volcanic Foundries, Shattered Cities.
- Diet: None
- Language: Subsonic Binary (Understood only by the Pilot).
(Once defeated):
- The Inferno-Vane Core (Wondrous Item): A glowing, pulsing brass cylinder. Can be sold for 25,000 GP (Or 50,000 if sold to royal treasury or a high level wizard guild) or used as a component for a Staff of Fire.
- Vials of Sovereign Fluid (Potion, Very Rare): 24 vials of viscous silver liquid. Can be applied to a weapon as an action; for 1 hour (does not stack), the weapon deals Triple Damage to objects and structures.
Lair and Lair Actions
The Cinder-Crusher Dreadnought is maintained (Does not have to be here this is just where they are made.) within the Obsidian Dry-Dock of Aurelius, a fortified subterranean laboratory anchored into a deep-sea trench. The facility is a masterpiece of heavy-built, reinforced glass and brass-bound arcane machinery, allowing the Titans to operate in a fully pressurized, dry environment while surrounded by the crushing depths. The lair is filled with automated assembly rigs, weapon-testing ranges, and glowing chemical vats. The Dreadnought stands locked in a massive central tuning-frame, surrounded by catwalks and glass observation decks where its bipedal chassis is calibrated by shimmering holographic displays and arcane welding-beams.
Lair Actions
- Arcane Overload Surge: The Dreadnought taps into the armory's power grid. Arcane lightning arcs from the ceiling machinery toward up to three creatures within 60 feet. Each target must succeed on a DC 17 Dexterity saving throw or take 4d8 lightning damage. The Dreadnought then regains use of its Inferno-Vane Battery immediately.
- Experimental Gravity Well: The lab’s stabilization gyros malfunction. A 20-foot-radius sphere centered on a point within 90 feet becomes a zone of intense gravity. Each creature in that area must succeed on a DC 18 Strength saving throw or be Restrained and take 3d6 force damage.
- Weapon Calibration Flash: The armory’s testing sensors emit a blinding strobe of light. Each creature within 60 feet that can see the Dreadnought must succeed on a DC 18 Constitution saving throw or be Blinded until the end of its next turn.
Regional Effects
- Arcane Interference: Within 1 mile of the armory, the heavy machinery causes magical "static." Any creature attempting to cast a spell with a verbal component must succeed on a DC 12 Constitution saving throw or the spell fails and the slot is wasted.
- Sealed Ecosystem: For 6 miles around the base, the water is unnaturally clear and devoid of organic life, as the lab’s filtration systems treat the surrounding ocean as a sterile testing environment.
- Magnetic Echoes: Within 1 mile of the base, metallic objects hum with a low-frequency vibration. Creatures have advantage on Wisdom (Perception) checks to detect invisible creatures wearing metal armor.
The Alpha-Protocol Self-Destruct
Trigger: This sequence begins if the Titan Cinder-Pilot is reduced to 0 HP, or if a creature uses an action to succeed on a DC 22 Intelligence (Arcana/Investigation) check at the lab’s main console.
The Countdown (5 Rounds):
Round 1: All the lights turn red and 4 con-combatant constructs begin to alarm any creature inside. The heavy-built glass begins to spider-web (Crack). All creatures in the lab have disadvantage on Concentration checks due to the alarms.
Round 2: Coolant Failure. The temperature skyrockets. Every creature in the lab takes 1d6 fire damage at the start of their turn.
Round 3: Hull Breach. A section of reinforced glass shatters. The room partially floods, becoming Difficult Terrain. Creatures without a swim speed must make a DC 15 Strength saving throw or be washed 20 feet away from the exit.
Round 4: Arcane Meltdown. The machinery begins to explode. Each creature must make a DC 18 Dexterity saving throw, taking 8d6 force damage on a failure, or none on a success.
Round 5: Total Collapse. The armory explodes. Any creature still inside is reduced to 0 hit points is reduced to nothing but ash and any creature within 200 feet takes 4d6 force damage and is sent (whatever direction they are swimming) 140 ft.
Additional Note: The loot table is only available after killing the Titan pilot. (Basically phase 3 of the boss fight.)
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