Medium Humanoid, Any Evil Alignment
AC 18 Natural armor    Initiative +5 (15)
HP 450 (20d20 + 50)
Speed 40 ft., Fly 80 ft.
Mod Save
STR 24 +7 +13
DEX 21 +5 +11
CON 24 +7 +13
Mod Save
INT 14 +2 +2
WIS 14 +2 +8
CHA 14 +2 +2
Skills Acrobatics +5, Athletics +5, Intimidation +6
Vulnerabilities Acid, Fire
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Cold, Poison; Poisoned
Senses Blindsight 20 ft, Darkvision 60 ft; Passive Perception 16
Languages Common Can speak, read and write common.
CR 20 (XP 25,000; PB +6)
Traits

Regenerative. The Viltrumite regains 15 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, fire damage or damage from a critical hit, this trait doesn't function at the start of the Viltrumite's next turn.

Smart Atoms. The Viltrumite is capable of preforming insane feats of physical strength, allowing them to move mountains and destroy buildings with their bare hands. They are even capable of throwing an object or creature up to 100 ft away at minimum.

Flight. The Viltrumite can hover and fly up to 80 feet without provoking opportunity attacks.

Viltrumite Speed. The Viltrumite can take the dash action without actually expending the use of their action for that turn

Powerful Strike. The Viltrumite can crit on a roll if they roll an 18 or greater instead of having to roll a 20.

Actions

Multi attack. The Viltrumite makes two melee attacks, one with its slam and one with its fists.

Slam. The Viltrumite preforms a slam by cupping their fists together and slamming them into a target: +11 to hit, reach 5 ft., one target. Hit: 32 (2d12 + 8) bludgeoning damage, additionally the target is knocked prone.

Punch. The Viltrumite throws a powerful punch at a target: +11 to hit, reach 5 ft., one target. Hit: 46 (3d12 + 10) bludgeoning damage.

Haymaker. The Viltrumite throws a powerful haymaker, creating a 25 ft cone of powerful air pressure: +11 to hit, reach 15 ft, any targets caught in the cone. Hit: 24 (2d12) bludgeoning damage, all targets must succeed a DC 16 strength saving throw. on a failed save, take full damage and be knocked prone, on a successful save take half damage and avoid being knocked prone.

Bonus Actions

Enhanced Dash Action. Whenever the Viltrumite takes the dash action, any creature the Viltrumite passes within 5 feet of during this movement must succeed on a DC 18 Strength saving throw or be knocked prone.

Reactions

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).

Defensive Stun. As a reaction to being hit, the Viltrume can attempt a counter attack to stun an opponent by slamming their fists into the targets ears: +11 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 5) bludgeoning damage, additionally the target must succeed a DC 15 Constitution saving throw or be stunned for a round of combat.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
3/19/2025 4:59:01 PM
3
1
1
Coming Soon
3/19/2025 5:10:04 PM
3
1
1.5
Coming Soon

Monster Tags: humanoid

Habitat: Any

Warhammer_boi

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