| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +13 |
| DEX | 18 | +4 | +12 |
| CON | 19 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 17 | +3 | +3 |
| CHA | 11 | +0 | +3 |
Viltrum Aura.
Everyone in a 10ft spherical radius around Conquest has disadvantage on all rolls, including saving throws. Conquest and any allies are not affected by Viltrum Aura.
Titanbreaker Strike (Melee Weapon Attack)
+14 to hit, reach 20 ft., one target.
Hit: 3d8 + 8 bludgeoning damage.
If the attack critically hits, the target must make a DC 20 Constitution saving throw or be stunned until the end of Conquest’s next turn.
Rend and Ruin (Melee Weapon Attack)
+12 to hit, reach 10 ft., one target.
Hit: 2d10 + 8 slashing damage.
If this attack reduces a target to half HP or lower, Conquest can use a bonus action to make an additional unarmed attack.
Meteoric Throw (Ranged Weapon Attack)
+12 to hit, range 60/120 ft., one target.
Hit: 3d8 + 6 bludgeoning damage.
Conquest hurls a massive piece of debris, a broken body, or even a chunk of the battlefield itself. On a hit, the target must make a DC 15 Strength saving throw or be knocked prone from the impact.
If the target was already prone, the debris pins them, reducing their movement speed to 0 until they use an action to break free.
Viltrumite Agility.
Conquest takes the Dash or Disenage action.
Brutal Stomp (Requires a prone enemy within 5 feet)
Conquest stomps down on a fallen opponent. The target takes 2d8 + 6 bludgeoning damage and must make a DC 16 Constitution saving throw or be stunned until the end of their next turn.
Viltrumite Cruelty.
If a creature gets within 5ft of Conquest at anypoint during their turn. When their turn finishes Conquest flys to the creature that triggered the reaction and grabs their head and smashes them into the gound. Dealing 1d10 bludgeoning damage and leaving them prone for their next turn
Conquest has 3 Legendary Action charges.
Conqueror’s Grip (Costs 2 Actions)
With lightning speed, Conquest snatches an enemy by the throat, lifting them off the ground with ease and flying 25ft into the air. The target must make a DC 20 Strength or Dexterity saving throw (their choice) or be grappled and restrained. While restrained this way:
The target takes 2d6 bludgeoning damage at the start of each of Conquest’s turns as he slowly crushes their windpipe.
The target can't speak, cast verbal spells, or breathe properly.
If the target remains in Conquest’s grip for 3 consecutive rounds, they begin suffocating (per suffocation rules).
Conquest can choose to end this grip at any time by slamming the target into the ground as a bonus action, dealing 4d6 additional bludgeoning damage and knocking them prone.
Relentless Onslaught (Costs 2 Actions)
Conquest releases a brutal, overwhelming assault. He moves up to half his speed without provoking opportunity attacks and makes two melee attacks against different targets or the same one.
If both attacks hit the same target, Conquest can drive his fist straight through them, forcing the target to make a DC 20 Constitution saving throw or take an additional 4d6 piercing damage as bones crack and organs rupture.
If Conquest hits two different targets, the sheer force of his strikes sends them flying. Each target must make a DC 18 Strength saving throw or be knocked 10 feet back and fall prone.
If at least one target fails their save, Conquest keeps up his momentum, making an immediate bonus action melee attack against a creature within 5 feet of either target as he barrels through them.
If the target is reduced to 0 HP by this attack, Conquest doesn’t stop, continuing his charge and making a normal melee attack against a creature within range.
Crushing Blow (Costs 1 Action)
Conquest throws a single, devastating strike. He makes one melee attack, and if it hits, the target must succeed on a DC 18 Strength saving throw or be knocked prone and take an additional 2d6 bludgeoning damage from the sheer force of the impact.
If the target is already prone, Conquest instead brings his full strength down on them with a brutal stomp, dealing an extra 3d6 bludgeoning damage instead of 2d6.
If this attack reduces the target to 0 HP, Conquest immediately regains 10 temporary hit points.
Description
Stand ready for my arrival worm.
Conquest is a ruthless and battle-hardened warrior who thrives on destruction. His body, covered in deep scars, tells the story of countless wars, each mark a testament to his resilience. Age has not dulled his strength—if anything, it has made him more dangerous. He fights with calculated brutality, mixing experience with raw, overwhelming power.
He enjoys battle, not just as a means to an end but as a form of entertainment. Every strike he lands is deliberate, every taunt designed to break his opponent mentally before crushing them physically. His endurance is monstrous; injuries that would incapacitate others barely slow him down. Even on the brink of death, he pushes forward, refusing to yield.
His philosophy is simple: strength is the only currency that matters. Mercy is weakness, hesitation is death, and those who cannot stand against him do not deserve to live. He does not fight with reckless abandon—his violence is methodical, precise, and terrifyingly efficient. There is no remorse, no hesitation, only the unrelenting march of Conquest.
Previous Versions
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3/23/2025 3:38:04 AM
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18
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Posted Mar 27, 2025finally conquest from invincible