The cosmic horror is a massive astral grotesquery—even more massive, in fact, than the higher-rated astral dreadnought. The two creatures have a couple of things in common besides their enormous size: They’re both aberrations (negatory: the astral dreadnought is a monstrosity) with astral origins, and they both have Legendary Resistance. However, while astral dreadnoughts are unaligned creatures, indifferent to other beings except when they’re hungry, and possess animal-level intelligence, cosmic horrors are hyperintelligent and malevolent. An astral dreadnought is a danger, but a cosmic horror is a threat.
With a flying speed of 100 feet, a cosmic horror is faster than most things in Wildspace. It also has a “walking” speed of 50 feet—probably more of a self-dragging speed, like an octopus hauling itself across a beach—but the only instance I can think of in which it might use that speed is pursuit of other creatures through tunnels in a mined-out asteroid. If a cosmic horror is somehow knocked prone while inside the gravity envelope of a spelljamming ship or asteroid, it will simply launch itself airborne again on its turn, and if it’s immobilized, it can’t use any movement speed, flying or walking.
A cosmic horror has extraordinary Strength, Constitution, Intelligence and Charisma, but of these four, Strength and Constitution are the highest, so it’s a melee-oriented brute—but one with a 30-foot reach, so it doesn’t need to get right in its opponents’ faces. A good place for it is 10 or 15 feet in the air above the opposing side, whence it can reach landbound targets roughly 25 feet in every direction. That’s 25 feet from the outer edge of the cosmic horror’s space, which is at least 20 feet across, since it’s a Gargantuan creature; or you can have it uncoil and stretch out horizontally, so that it occupies a rectangle 20 feet across and 100 feet long and reaches out 25 feet in every direction from that. The only safe place on your ship is belowdecks.
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