Flight: The Viltrumite can hover and fly up to 40 feet without provoking opportunity attacks.
Brutal Combatant: The Viltrumite deals an extra 1d6 damage when it hits with a melee attack (included in the attack).
Regeneration: The Viltrumite regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't incapacitated. If the Viltrumite takes radiant damage or damage from a critical hit, this trait doesn't function at the start of the Viltrumite's next turn.
Multiattack: The Viltrumite makes three melee attacks: one with its slam and two with its fists.
Slam: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Punch: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 7) bludgeoning damage.
Shockwave Punch (Recharge 5-6): The Viltrumite unleashes a powerful punch that sends a shockwave in a 15-foot cone in front of it. Each creature in that area must make a DC 18 Strength saving throw, taking 35 (10d6) bludgeoning damage and being pushed 10 feet away on a failed save, or half as much damage and not pushed on a successful one.
Viltrumite Fury: The Viltrumite channels its rage, gaining advantage on all melee weapon attacks until the end of its turn. Additionally, the Viltrumite deals an extra 1d6 damage with each successful melee weapon attack during this time.
Sonic Dash: The Viltrumite dashes forward with incredible speed, moving up to its speed in a straight line without provoking opportunity attacks. Any creature the Viltrumite passes within 5 feet of during this movement must succeed on a DC 16 Strength saving throw or be knocked prone.
Defensive Maneuver: When the Viltrumite is hit by a ranged weapon attack, it can use its reaction to reduce the damage by 1d10 + its Dexterity modifier (minimum of 1).
Retaliatory Strike: When a creature within 5 feet of the Viltrumite hits it with a melee attack, the Viltrumite can use its reaction to retaliate with a powerful counterattack. The Viltrumite makes a melee weapon attack against the creature, dealing normal damage on a hit.
The Viltrumite can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Viltrumite regains spent legendary actions at the start of its turn.
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Move: The Viltrumite moves up to its speed without provoking opportunity attacks.
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Brutal Strike: The Viltrumite makes one melee attack.
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Sonic Blast (Costs 2 Actions): The Viltrumite uses its Sonic Scream action.
Viltrumite Wrath (Costs 3 Actions): The Viltrumite channels its inner rage, unleashing a devastating onslaught of attacks against its foes. The Viltrumite makes up to five melee weapon attacks, targeting different creatures within its reach. Each attack deals double damage on a hit.
Invincible Resilience (Costs 2 Actions): The Viltrumite taps into its legendary resilience, gaining temporary hit points equal to its maximum hit points. These temporary hit points last for 1 minute or until depleted. Additionally, the Viltrumite gains advantage on all saving throws until the end of its next turn.
Viltrumite Dominance (Costs 3 Actions): The Viltrumite asserts its dominance over the battlefield, instilling fear and awe in its enemies. All hostile creatures within 30 feet of the Viltrumite must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While frightened, creatures have disadvantage on ability checks and attack rolls while the Viltrumite is within line of sight.
Description
Viltrumites are fearsome warriors known for their incredible strength, resilience, and brutal combat prowess. Modeled after the characters from the Invincible comic series, they are formidable adversaries capable of unleashing devastating attacks in battle. With their ability to fly, regenerate, and emit powerful shockwaves, they pose a serious threat to any who dare to challenge them.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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4/1/2024 6:26:37 PM
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Coming Soon
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