nought has two gnarled limbs that end in razor-sharppincer claws. Constellations appear to swirl in thedepths of its single eye, and its serpentine, armored tailtrails off into the silvery void.An astral dreadnought lives a solitary existence. Onthe rare occasion when two dreadnoughts meet, theytypically fight until one tires of the conflict and departs.Some mighty villains have enslaved astral dreadnoughtsand used them to terrifying effect.Ant/magic Eye. Astral sailors claim that insanityawaits anyone who gazes into the eye of an astral dread-nought. What one sees reflected in that starry void isthe sudden, terrifying realization of one's own mortal-ity. Spellcasters have cause to fear the eye more thanothers, since it emits a continuous antimagic field. Thedreadnought can shut off the effect by simply closing itseye, though it seldom has reason to do so.Astral Predator. A remorseless, indiscriminatehunter, an astral dreadnought employs terrifying, if un-imaginative, tactics. It uses its teeth and claws to tearapart its prey. Instinctively aware of how dangerousspellcasters can be, it maneuvers to keep as many oppo-nents as possible within its antimagic gaze.An astral dreadnought doesn't have a gullet or a di-gestive system. Anything it swallows is deposited in aunique demiplane-an enclosed space that containseons worth of detritus, as well as the remains of deadplanar travelers. The place has gravity and breathableair, and organic matter decays there. Although escapefrom the demiplane is possible with the aid of magic,most creatures arrive here only after they have died.When the dreadnought dies, its demiplane vanishes,and its contents are released into the Astral Plane.An astral dreadnought doesn't communicate. It simplyconsumes any prey it finds, then continues its silent pa-trol. It can't leave the Astral Plane, nor would it want to.Titans of the Chained God. Tharizdun, the Chained
God, created astral dreadnoughts to devour planar trav-elers who were seeking portals that lead from the AstralPlane to the Outer Planes- portals they might use togaze upon their gods or realize some dream of godhood.Astral dreadnoughts don't procreate, so their popula-tion can't grow. Even though githyanki and other astralvoyagers hunt the creatures, they rarely see any success,and the dreadnoughts aren't in danger of becoming ex-tinct anytime soon.Titanic Nature. Although it eats and sleeps if it sodesires, an astral dreadnought doesn't require air, food,drink, or sleep.CHAPTER 6 I BESTIARY
BALHANNOTH
Native to the Shadowfell, the vicious, predatory balhan-noth alters reality in its lair to make the place appear in-viting to travelers. Once they step inside, the balhannothsprings its trap.False Hope. Thanks to a limited form of telepathy,a balhannoth can sense the desires of other creaturesand identify images of places where they expect thosedesires to be met. The balhannoth then warps realityaround it, remaking its environment so that it matchesthe appearance of the place the creature seeks. The bal-hannoth never quite gets all the details right, and plentyof incongruities might give away the deception, but theimitation is good enough to fool desperate creatures intostumbling into the monster's clutches.Malevolent Entities. A balhannoth thrives on fear anddespair, taking pleasure in the horror its victims expe-rience. It terrorizes its prey by using its reality-warpingpowers to mask its presence until it can snatch the tar-get. Then it teleports away to feed on its victims.Useful Slaves. Drow hunting parties and other deni-zens of the Underdark sometimes venture into the Shad-owfell to capture balhannoths. They install the crea-tures as guardians, protecting passages from enemyintruders and cutting off avenues of retreat or watchingover slaves.A BALHANNOTH'S LAIR
In the Shadowfell, balhannoths make their lairs nearplaces inhabited by creatures they hunt. They typicallyhaunt well-traveled roads and paths, snatching peoplewho come along. A balhannoth that has been capturedand exploited by drow might lair in caves near Un-derdark passages and guard the ways in and out of adrow enclave.LAIR ACTIONSWhen fighting inside its lair, a balhannoth can use lairactions. On initiative count 20 (losing initiative ties), abalhannoth can take one lair action to cause one of thefollowing effects; the balhannoth can't use the same lairaction two rounds in a row:- The balhannoth warps reality around it in an area up
to 500 feet square. After 10 minutes, the terrain in thearea reshapes to assume the appearance of a locationsought by one inte lligent creature whose mind thebalhannoth has read (see Regional Effects below). Thetransformation affects nonliving material only andcan't create anything with moving parts or magicalproperties. Any object created in this area is, uponclose inspection, revealed as a fake. Books are filledwith empty pages, golden items are obvious counter-feits, and so on. The transformation lasts until the bal-hannoth dies or uses this lair action again.- The balhannoth targets one creature within 500 feet
of it. The target must succeed on a DC 16 Wisdom sav-ing throw or the target, along with whatever it is wear-ing and carrying, teleports to an unoccupied space ofthe balhannoth's choice within 60 feet of it.- I • I
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