Multiattack. Conquest can make any 3 attacks of his choice.
Rebuild Armor. Once per turn, when Conquest makes an armed melee attack and hits, the target takes an extra (2d8 + 10) damage, and conquest gains temporary hit points equal to the extra damage dealt.
Frightful Presence. Frightful Presence. (Recharge 3 turns) Each creature of his choice that is within 120 feet of him and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Frightful Presence for the next 24 hours.
Cone of Flame. (Recharge 4 turns). Conquest shoots fire from his hands in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Legendary Resistance (3/Day). If Conquest fails a saving throw, he can choose to succeed instead.
Deadly Critical. Conquest scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.
Blazing Greataxe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d12) [slashing damage] + (2d8) [fire damage]
Energy Blast. Conquest shoots a blast of flame from his hand. +10 to hit. Range 60 ft Make a ranged spell attack against the target. On a hit, the target takes (3d10) [fire damage] A flammable object hit by this spell ignites if it isn't being worn or carried.
Counterattack. Trigger: Conquest is hit by an attack roll. Response: The warrior adds 4 to its AC against that attack, possibly causing it to miss. On a miss, conquest can make a blazing greataxe or energy blast attack against that creature.
Conquest can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Conquest regains spent legendary actions at the start of its turn.
Strike - Conquest does a blazing greataxe attack which applies rebuild armor.
Charge - Conquest moves up to his movement speed directly towards an enemy. This does not provoke opportunity attacks. If he moved at least 20ft, he follows it up with a blazing greataxe attack which does not apply rebuild armor.
Self Destruct - (costs 2 actions) Conquest sends out drones that surround a player and self destruct. The target must succeed on a DC 21 dexterity saving throw or take 22 (4d10) fire damage.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Cords - 2 cords will be attached to conquest which will heal him for (8d4+4) each every other turn, alternating. Cords have 100hp
On initiative count 20 (losing initiative ties), Conquest can take one of the following lair actions; he can't take the same lair action two rounds in a row:
Overwhelming electricity - Lightning bolts shoot from the throne
Searing Heat - Heat spreads out in a 15-foot-radius sphere centered on Conquest. Any creature that enters the affected area or starts its turn there must make a DC 18 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.
Impaling Spike - A spike made up of micro drones erupts from the ground. The spike is 15x15. Anyone who was standing on these squares must make a DC20 dex save or be impaled. Being impaled sets your movement to 0 and you may make a DC18 strength save on your turn to escape.
Comments