| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 20 | +5 | +13 |
| CON | 30 | +10 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +10 |
| WIS | 12 | +1 | +9 |
| CHA | 10 | +0 | +8 |
Legendary Resistance (6/Day). If Conquest fails a saving throw, he can choose to succeed instead.
Viltrumite. Does not need to eat, sleep, or breathe. Cannot suffer from exhaustion and suffocation. Immune to the effects of space. He heals half the damage taken during a round of combat back as HP upon his next turn. After 8 hours not in combat, all of his wounds fully heal without needing to take a rest.
Conquest has advantage on saving throws against magical effects and spells. If he is targeted by a ranged spell, roll a d6. On a 1-5, he is unaffected. On a 6, he absorbs the blow and reflects the damage taken into his next attack.
Loyal to Viltrum. Conquest cannot be persuaded or charmed.
Supersonic. Cannot have attacks of opportunity taken against him.
Per 10 feet of flight taken before an attack, an extra d10 of force damage is added to the attack.
Thrill of the Hunt. Conquest has advantage on attack rolls made against a target not on full HP.
Nuclear Option. Conquest deals double damage to structures and objects.
Titanbreaker. If one of his attacks crit or bloodies a target, they must succeed a DC15 Constitution saving throw or be stunned until the end of their next turn.
Masochism. Any critical hits made against Conquest are turned into normal attacks.
Bloodlust. Conquest recovers HP equal to ½ the damage dealt to any target. Upon knocking a target down to 0 HP, Conquest heals an amount of HP equal to the total damage that knocked them out. If one of Conquest’s attacks kill a target, he recovers double that damage dealt back as HP.
Multiattack. Conquest makes 4 attacks in any combination.
Gauntlet Strike. Melee Attack Roll: +18, reach 10 feet. Hit: 36 (4d12 + 10) Bludgeoning damage. Can be followed up by a bonus action punch at advantage.
Headbutt. Melee Attack Roll: +18, reach 5 feet. Hit: 28 (4d8 + 10) Bludgeoning damage. Target must succeed a DC15 Wisdom saving throw or be stunned.
Choke. Conquest makes a grapple attack against a target within 5 feet. If they fail, they are Grappled, Restrained, and begin suffocating. Conquest can do an attack against a choking target to squeeze. DC15 Constitution Saving Throw or take 36 (4d12 + 10) Bludgeoning damage. Half as much on a success. Rend and Slam become available.
Debris Throw. Conquest takes a piece of the land and hurls it at a 15 foot area. All targets inside the area must succeed a DC15 Dexterity saving throw or take the damage of the projectile. Hit: 19 (3d8 + 6) Bludgeoning damage and be knocked prone. The area hit by the debris is also considered difficult terrain.
Environmental Slam. Conquest slams a grappled target into the environment. Melee Attack Roll: +18, reach 5 feet. Hit: 25 (3d10 + 10) Bludgeoning damage. Plus 11 (2d10) Bludgeoning damage if the target is prone or restrained. Plus an additional 6 (1d10) Force damage per object destroyed if Conquest throws or moves the target.
Brutal Stomp. On a prone target within 10 feet of Conquest. The target takes 15 (2d8 + 6) Bludgeoning Damage and is restrained under his foot. They begin suffocating after 3 rounds.
Rend (Recharge 5-6). On a target being choked by Conquest. He begins attempting to rip them in half. DC20 Constitution Saving Throw or take 52 (5d20) True Damage.
Punch. Melee Attack Roll: +18, reach 5 feet. Hit: 10 Bludgeoning Damage.
Agility. Conquest takes the Dash or Disengage action.
Backhand. If an enemy enters into Conquest's melee range and ends movement, he can push them away with a strong backhand. (DC15 Strength Saving Throw or be pushed 30 feet.)
Supersonic Burst. Conquest lets out a Sonic Boom in an area of 60 feet around him. Any targets inside the radius must make a DC20 Wisdom Saving Throw or take 22 (4d10) Thunder damage. Half as much upon a successful save.
Pummeling Pursuit. If an enemy is falling, flying, or fleeing, Conquest can use his reaction to move up to his speed towards them and instantly make two attacks.
Conquest has 4 Legendary Action uses All spent uses recover upon the start of his turn. Expending the cost of a Legendary action, he can do one of the following at the end of another creature's turn.
“I'm not done with you yet.” (1 LA). Conquest attempts to grapple a target.
AKA: Grab
“Pathetic.” (1 LA). Conquest heals for half the damage of an attack made against him.
AKA: Reverse
“I am so Lonely.” (2 LA). Conquest moves up to 25 feet and grabs a target. (DC 20 Dex/Strength save or be Grappled and restrained.) He then makes a Choke and Slam attack against them.
AKA: Choke Slam
“Okay. That's a Start.” (2 LA). After a turn where Conquest was attacked, he can respond with a Devastating Blow. Melee Attack Roll: +18, reach 10 feet. Hit: 49 (6d12 + 10) Bludgeoning damage. In addition, the target is flung back 15 feet and must succeed a DC15 Dexterity saving throw or fall prone at the end of the push.
AKA: Retaliation.
“You've got problems of your own, Kitten.” (3 LA). Conquest thrusts his hand into a target grappled by him. Melee Attack Roll: +18, reach 5 feet. Hit: 26 (4d12) Piercing damage. Conquest then attempts a Rend attack, even if it is not off cooldown, attempting to bisect the target.
AKA: Disembowel
“Conquest. Not a Name– a Purpose.” (4 LA). (Recharge 6) Conquest flies a Grappled target 175 feet into the air (his max fly speed) and then free falls back onto the ground, carrying the target with him. The target takes the full falling damage of 93 (17d10) Bludgeoning damage. The ground in a 100 foot circle from the impact site fractures, becoming difficult terrain. All targets within the 100 foot radius must make a DC30 Strength Saving Throw or take 26 (4d12) Force damage as the plates shatter and be flung 40 feet up and away from where they were standing. The crater made by the impact is all difficult terrain and is 30 feet deep.
(This Legendary Action is not charged at the start of combat.)
AKA: All-Shaking Thunder
Description
Conquest is a viltrumite warrior born and bred to kill. He is loyal to his Viltrumite cause, but often allows himself to indulge in the pleasure of combat. Beaten and scarred by a Rognarr, Conquest has a cybernetic hand and a long gash along his face and eye, rendering him half blind. He is psychologically bruised, given a purpose and a name based off of it. He enjoys toying with his prey before finishing them off with his immense strength, speed, and durability.
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