Large Humanoid, Any Evil Alignment
AC 19 Natural armor    Initiative +8 (18)
HP 850 (40d20 + 50)
Speed 80 ft., Fly 140 ft.
Mod Save
STR 30 +10 +18
DEX 26 +8 +16
CON 30 +10 +18
Mod Save
INT 16 +3 +3
WIS 18 +4 +12
CHA 16 +3 +3
Skills Acrobatics +9, Athletics +8, Intimidation +11
Vulnerabilities Acid, Fire
Immunities Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Poisoned
Senses Blindsight 20 ft, Darkvision 60 ft; Passive Perception 18
Languages Common Can speak, read and write common.
CR 26 (XP 90,000; PB +8)
Traits

Regenerative. The Viltrumite regains 20 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 140 ft away at minimum.

Flight. The Viltrumite can hover and fly up to 140 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 four melee attacks, two with its slam and two 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: 56 (4d12 + 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: 70 (5d12 + 10) bludgeoning damage.

Savage Strike. The Viltrumite throws an exception punch at a target: +11 to hit, reach 5 ft, one target. Hit: 60 (5d10 + 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: 60 (5d12) bludgeoning damage, all targets must succeed a DC 18 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 20 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 1d12 + its Dexterity modifier (minimum of 2).

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: 29 (2d12 + 5) bludgeoning damage, additionally the target must succeed a DC 16 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.

Monster Tags: humanoid

Habitat: Any

Warhammer_boi

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