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Dreadnaught CR: 6

Medium undead, lawful evil
Armor Class: 19 (Runic Boneplate, Arcane Reinforcement)
Hit Points: 75 (10d8 + 30)
Speed: 30 ft

STR

18 +4

DEX

10 +0

CON

16 +3

INT

6 -2

WIS

10 +0

CHA

5 -3

Saving Throws: Con +6
Skills:

Athletics +7

Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks Necrotic
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses:

Darkvision 60 ft., passive Perception 10

Languages: Understands Common and Elvish but cannot speak
Challenge Rating: 6 ( 2300 XP)

Runes of Dreadplate

The glowing necromantic runes etched into the Dreadnaught’s bones and armor grant:

  • Advantage on saving throws against spells
  • Resistance to force and radiant damage

Unthinking Obedience

The Dreadnaught:

  • Automatically succeeds saving throws against effects that would force it to disobey commands
  • Cannot be turned or controlled by creatures other than Lucius or designated lieutenants

Shield Wall Formation

While within 5 ft. of at least one other Dreadnaught:

  • +2 AC
  • Cannot be knocked prone
  • Opportunity attacks against them are made at disadvantage

Command Synergy (Lucius Only)

While within 120 ft. of King Lucius Baxter:

  • Add +6 necrotic damage to all weapon attacks
  • Gain advantage on all saving throws
  • May take one additional reaction per round (used only for Execution Protocol or Lockstep Advance)

Actions

Multiattack

The Dreadnaught makes two Halberd attacks.

Runic Halberd

Melee Weapon Attack: +7 to hit, reach 10 ft.

Hit: 14 (2d10 + 4) slashing damage
Plus 7 (2d6) necrotic damage

Shield Bash (Recharge 5–6)

Melee Weapon Attack: +7 to hit, reach 5 ft.

Hit: 11 (2d6 + 4) bludgeoning damage
Target must succeed on a Strength save (DC 15) or be Knocked Prone

Reactions

Lockstep Advance

When an allied Dreadnaught within 5 ft. is targeted by an attack:

  • This Dreadnaught may move up to 10 ft. to interpose itself
  • The attack targets this Dreadnaught instead

Usual Tactics

Summoning Notes (DM Only)

These are intended to:

  • Be raised in groups of 2–4 per action
  • Replace fallen units rapidly
  • Apply pressure, not burst

They should enter combat already formed, not scattered.


Tactical Use (Quick Reference)

Best Use

  • Hold choke points
  • Surround downed PCs
  • Screen Lucius from melee threats

Worst Use

  • Chasing ranged characters
  • Splitting formations
  • Acting independently

Player Counterplay

  • Forced movement
  • Radiant AoE
  • Breaking formations
  • Killing command sources


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