Medium Construct, Lawful Evil
Armor Class 21
Hit Points 400 (20d20)
Speed 35 ft., Fly 15 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
8 (-1)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws STR +11, CON +10, CHA +11
Damage Vulnerabilities Lightning
Damage Resistances Fire, Piercing, Slashing
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened
Senses Passive Perception 22
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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.

Actions

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.

 
Reactions

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. 

Legendary Actions

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 Actions

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. 

DeracadaVenom

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