Infernal Dreadnaught
Infernal Dreadnaught
It is not clear what Dreadnaughts were when they resided as a part of God’s heavenly host. After the fall from grace, the fallen celestials (now called “fiends”) of Satan’s army quickly gained many selfish interests in the pursuit of dark power. For the Dreadnaught, nothing was as important as physical strength. Setting aside any wisdom or intelligence it may have once had, the Dreadnaught quickly became one of the strongest and most reckless creatures in the Veil. Quick to enter combat, and seldom known to retreat, the Dreadnaught is all power with little strategy.
Combat Tips. The Dreadnaught may not be a strategist, but that doesn’t mean that it cannot be used for strategy. Fiends like the Infernal Warlord or Infernal Warmage will gladly allow a Dreadnaught to quickly close to melee range to keep the pressure off of the spellcasters and artillerists, who are then free to take up strategic ranged positions around the battlefield. A Dreadnaught might be struck down due to its reckless aggression, but its sacrifice will provide a window of opportunity to its fiendish allies in the heat of battle.
Infernal Dreadnaught
Huge Fiend, Chaotic Evil
Armor Class: 19 (natural armor)
Hit Points: 225 (20d12 + 160)
Speed: 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 10 (+0) | 26 (+8) | 9 (-1) | 10 (+0) | 12 (+1) |
Saving Throws: Str +12, Con +13
Damage Immunities: fire, bludgeoning
Senses: darkvision 120 ft., passive perception 10
Languages: Infernal
Challenge: 16 (15,000 XP) Proficiency: +5
Features
Siege Monster: The Dreadnaught deals double damage to objects and structures.
Trampling Charge: If the Dreadnaught moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 20 strength saving throw or be pushed 20 feet and knocked prone.
Legendary Resistance (1/Day): If the Dreadnaught fails a saving throw, it can choose to succeed instead.
Actions
Multiattack: The Dreadnaught makes one gore attack and two slam attacks.
Gore: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Slam: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage.
Azrael's Guide to the Apocalypse, printed page 209.