Medium Humanoid, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 250 (20d12 + 120)
Speed 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
14 (+2)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws INT +8, CHA +11
Senses Passive Perception 16
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Aura of Suppression (30 ft.):
The Conqueror Wraith passively exerts its gravity control. All creatures within 30 feet of it treat the area as difficult terrain, have disadvantage on Strength saving throws, and cannot take the Dash action. Ranged attacks made within this aura are at disadvantage.

2. Gravitational Resilience:
The Conqueror Wraith is immune to effects that would move, push, or knock it prone.

3. Defiant Dominion:
Whenever the Wraith reduces a creature to 0 hit points, all other creatures within 10 feet of the fallen target must succeed on a DC 18 Strength saving throw or fall prone.

Actions

The Conqueror Wraith makes three attacks with its Graviton Lance.

2. Graviton Lance (Melee Weapon Attack):

  • Attack: +11 to hit, reach 10 ft., one target.
  • Hit: 3d10 + 6 force damage, and the target must succeed on a DC 18 Strength saving throw or be pulled 10 feet closer to the Conqueror Wraith.

3. Gravity Crush (Recharge 5–6):
The Conqueror Wraith selects a point it can see within 60 feet. Each creature within a 20-foot radius centered on that point must make a DC 18 Strength saving throw. On a failed save, a creature takes 6d10 force damage, is restrained, and begins to float 10 feet into the air. Restrained creatures can repeat the saving throw at the end of their turns. On a success, a creature takes half damage and is not restrained.

4. Dominion Surge (Recharge 6):
The Conqueror Wraith amplifies its gravitational aura. Until the end of its next turn:

  • All creatures within 30 feet must succeed on a DC 18 Constitution saving throw or fall prone and take 4d10 bludgeoning damage.
  • The ground within the radius becomes impassable (even magical movement is halved).
  • Flying creatures are forced to the ground unless they succeed on a DC 18 Dexterity saving throw.
Legendary Actions

3/day

1. Gravitational Push:

Choose a creature within 30 feet. That creature must succeed on a DC 18 Strength saving throw or be pushed 20 feet in a direction of the Wraith's choice and take 3d8 force damage.

2. Gravity Well:
The Wraith creates a singularity in a 10-foot radius within 60 feet. All creatures in that radius must succeed on a DC 18 Strength saving throw or be pulled 15 feet toward the center and take 4d6 force damage.

Description

The Conqueror Wraith fights like an overwhelming force of nature. It uses Aura of Suppression to hinder foes, forcing them to struggle against the crushing gravity.

  • It prioritizes pulling enemies close with its Graviton Lance before unleashing Gravity Crush to restrain and damage groups.
  • Against ranged attackers or spellcasters, it uses Dominion Surge and Legendary Actions to control the battlefield and deny them mobility.
  • When severely injured, it uses Conquest's Step to retreat and regroup, often taking restrained creatures with it to turn them into shields.

Lair and Lair Actions

If encountered in its lair or a domain of conquest, the Wraith can manipulate gravity further:

  1. Shifting Pull (Initiative 20): The gravity in the lair shifts wildly. Choose one direction (up, down, left, or right). All creatures within the lair must make a DC 17 Dexterity saving throw or be flung 20 feet in that direction, taking 2d10 bludgeoning damage if they hit an object or surface.

  2. Weight of the World (Initiative 10): All creatures within the lair must succeed on a DC 17 Strength saving throw or have their movement speed halved and suffer disadvantage on attack rolls until the end of their next turn.

shadow_werebear

Comments

Posts Quoted:
Reply
Clear All Quotes