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Manual of the Planes

Manual of the Planes

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CHAPTER 9:MONSTERSIllus. by M. Cavotta160COMBATIn a fight, an astral dreadnought is a terrifying, if unimaginative,foe. Aware <strong>of</strong> how dangerous spellcasters can be,it maneuvers to keep as many opponents as possiblewithin its antimagic cone while it rushes forward. It triesto swallow foes within <strong>the</strong> cone while clawing and rendingfoes lurking at its sides and rear. Given a chance, itsevers <strong>the</strong> silver cords <strong>of</strong> astral travelers.Sever Silver Cord (Ex): If <strong>the</strong> astral dreadnoughtcan attack an astral traveler’s back(by flanking it, catchingit flat-footed, or pursuingit while panickedand fleeing),it can attack <strong>the</strong>silver cord that connects<strong>the</strong> astralform to its materialcounterpart.The normallyinsubstantialcord is treatedas a tangibleobject with<strong>the</strong> owner’sAC, hardness10, and 20hit points(see Attackan Object inChapter 8 <strong>of</strong><strong>the</strong> Player’sHandbook).A silvercord visiblytrails 5feet behind an astral traveler before fading into <strong>the</strong> astralmedium. Attacking it draws an attack <strong>of</strong> opportunityfrom <strong>the</strong> astral traveler.When <strong>the</strong> cord is damaged, <strong>the</strong> astral traveler mustsucceed at a Fortitude save (DC 13) or be immediatelyforced to return to its body. Severing <strong>the</strong> silver corddestroys both <strong>the</strong> astral form and <strong>the</strong> body on <strong>the</strong>Material Plane.Improved Grab (Ex): To use this ability, <strong>the</strong> astraldreadnought must hit with its bite attack. If it gets a hold,it automatically deals bite damage and can try to swallow<strong>the</strong> opponent.An astral dreadnought that hits with a claw attackgrabs as above. If it gets a hold, it picks up <strong>the</strong> opponentand transfers it to <strong>the</strong> mouth as a partial action, automaticallydealing bite damage as above.Swallow Whole (Ex): The round after it grabs anopponent, an astral dreadnought can try to swallow it bymaking a successful grapple check. Once inside, <strong>the</strong>opponent takes 2d8+16 points <strong>of</strong> crushing damage plus2d8 points <strong>of</strong> acid damage every round. A swallowed creaturecan crawl out <strong>of</strong> <strong>the</strong> gullet by making a successfulgrapple check. This returns it to <strong>the</strong> astral dreadnought’smaw, where ano<strong>the</strong>r successful grapple check is neededto get free. A swallowed creature can also cut its way outby using claws or a Small or Tiny slashing weapon to deal35 points <strong>of</strong> damage to <strong>the</strong> gullet (AC 24). Once <strong>the</strong> creatureexits, muscular action closes <strong>the</strong> hole; ano<strong>the</strong>r swallowedcreature must cut its own way out.The astral dreadnought’s gullet can hold two Huge,four Large, eight Medium-size, sixteen Small, or thirtytwoTiny or smaller opponents.Rend (Ex): If an astral dreadnought hitswith both claw attacks, it latches onto <strong>the</strong>opponent’s body and tears <strong>the</strong> flesh.This attack automaticallydeals an additional 4d6+24points <strong>of</strong> damage.Antimagic Cone(Su): An astraldreadnought’ssingle eyecontinuallyproduces a150-footantimagiccone extendingstraight aheadfrom <strong>the</strong> creature’sfront. Thisfunctions justlike antimagicfield cast by an18th-level sorcerer,with <strong>the</strong>exception notedbelow. Once eachround, during itsturn, <strong>the</strong> astraldreadnoughtdecides which way itseye faces. The astral dreadnought can only make biteattacks against creatures to its front.All magical, spell-like, and supernatural effects within<strong>the</strong> cone are suppressed, except for those that brought<strong>the</strong> subjects to <strong>the</strong> Astral Plane in <strong>the</strong> first place (<strong>the</strong> astralprojection spell, for example). Those effects are locked inplace while <strong>the</strong> subjects are in <strong>the</strong> cone and cannot bedismissed, trapping <strong>the</strong> subjects on <strong>the</strong> Astral Planewhile under its effect.Frightful Presence (Ex): The mere sight <strong>of</strong> an astraldreadnought can unsettle or even panic opponents. Theability takes effect automatically whenever <strong>the</strong> astraldreadnought attacks or moves within 200 feet <strong>of</strong> a foe.Those within range must succeed at a Will save (DC 23)or be affected. Creatures with 4 HD or fewer become panickedfor 4d6 rounds, and those with 5 HD or morebecome shaken for 4d6 rounds. Those who succeed at <strong>the</strong>Will save are immune to <strong>the</strong> astral dreadnought’s frightfulpresence for one day.

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