Large Humanoid, Chaotic Evil
AC 22 Plate +2 + Shield    Initiative +2 (12)
HP 160 (2d20 + 10)
Speed 30 ft.
Mod Save
STR 25 +7 +12
DEX 15 +2 +2
CON 20 +5 +5
Mod Save
INT 15 +2 +2
WIS 15 +2 +7
CHA 18 +4 +9
Gear 6 Javalins, Fragile Amulet of the Devout +3. Blood Diamond Igniter.
Senses Darkvision; Passive Perception 14
Languages Common, Elvish, Sylvan, Dwarvish, Draconic, Gnomish.
CR 15 (XP 13,000; PB +5)
Traits

Unyielding Force. This Creature cannot be slowed, Incapacitated, or Made unconscious by any means.

Body-breaker. This Creature can Mortally Wound an enemy on down or on crit.

Gear-breaker. This Creature can break items below Very Rare rarity on Natural 18 or higher to hits.

Stand Ready For My Arrival Worm.. Conquest Paladins cannot be surprised, and in turn cannot surprise other creatures.

Endurance Predator. Conquest Paladins cannot be escaped by JUST running away.

Fighting Style: Dueling. Conquest paladins have a +2 to damage with Longsword Attacks. 

Sentinel. Is somebody is hit by an opportunity attack by this creature, they cannot move.

Divine Smite. Conquest Paladins can expend a spell slot to add 2d8 radiant damage to its target, by using a higher level spell slot it can add 1d8 per extra spell level.

Improved Divine Smite. Basic attacks with a melee weapon deal 1d8 radiant damage, if you use divine smite this as well stacks..

Cleaving Through Creatures. When a Conquest Paladin overkills a creature, they can transfer the overkill damage to another creature within 5ft of itself.

Conquerors Presence (Recharge 6). the Paladin creates a quick 30ft Aura around itself frightening all creatures within for 1 hour. Every creature frightened in this fashion can make a DC 15 wisdom save at the end of their turn to end the Frightened effect.

Aura of Conquest. This Creature constantly emanates a menacing aura while its alive. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened, its speed is reduced to 0 while in the aura, and that creature takes 15  Psychic Damage if it starts its turn there.

Spiteful Rebuke. If the conquest paladin is struck, the attacker takes 4 Psychic damage.

Thy Bloodlust (Mythic Lock). After the Mythic action Sanctified Slaughter is used, The Conquest paladin gains a +10 to hit, and damage on all weapon attacks.

Legendary Resistance (Mythic Lock). After the Mythic action Sanctified Slaughter is used, The Conquest Paladin can choose to pass 3 spell saves. 

Spellcasting. The Conquest paladin is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +8 to hit with spell attacks). The Conquest Paladin has following Paladin spells prepared:
1st level (4 slots): Armor of Agathys, Wrathful Smite, Compelled Duel
2nd level (3 slots): Spiritual Weapon, Aid, Magic Weapon.
3rd level (3 slots): Spirit Shroud, Blinding Smite
4th level (1 slots): Death Ward

Actions

Syphon Health (Lay on Hands). The conquest paladin grabs a creature, and forces it to take damage from its Lay on hands pool, Healing itself for as much as it deals. (Lay on hands pool = 75)

Cleansing Touch. The conquest paladin ends a spell effect on itself. It can do this 4 times.

Obliterating Strike (Recharge 4-6). When hitting a target, the Paladin can choose to add +10 force damage on top of their attack damage.

Harness Divine Power. Recover up to 3 spell slots.

Multi-attack. The Conquest paladin can make up to 2 attacks on its turn.

Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 17 (1d8 + 7) Slashing damage as well 1d8 Radiant Damage.

Javelin. Ranged Weapon Attack: +7 to hit, range 20/40 ft., 1 target. Hit: 11 (1d6 + 2) Piercing damage as well 1d8 Radiant Damage.

(Mythic) Conjure Weapon STR. Melee Weapon Attack: +23 to hit, reach 5-10 ft., 1 target. Hit: 28 (1d10 + 17) Physical damage as well 1d8 Radiant Damage.

(Mythic) Conjure Weapon DEX. Ranged Weapon Attack: +17 to hit, range 5/30 ft., 1 target. Hit: 22 (1d8 + 12) Physical damage as well 1d8 Radiant Damage.

Bonus Actions

Blood Diamond Igniter. On a Bonus action, The Paladin can choose to cast a spell from its blood diamond igniter, or use a shield bash, or spell.

Flesh Wound (c). Pick an enemy that is injured, they now take 1d4 damage a turn until concentration breaks.

Healing Word. Pick a creature to gain 2d4+4HP.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: # (1d6 + 4) Bludgoning damage.

Reactions

Opportunity Attack. If somebody moves outside of the Paladins Threatened Range, it can make an attack.

Sentinel Opportunity Attack. If an allied creature within 5ft is attacked, the Conquest paladin can make an opportunity attack on the attacker. 

Shield (Recharge 6). The Conquest paladin can give itself +5 AC against one attack.

Legendary Actions

The Conquest Paladin has 2 legendary actions, that it can use at the end of another creatures turn, It regains these 2 actions at the start of its turn.

Going Somewhere? (Costs 1 Actions). This creature moves 20ft.

No you're not. (Costs 1 Actions). This creature makes a single melee weapon attack.

Mythic Actions

Sanctified Slaughter. Mythic actions activate when the Conquest Paladin is reduced to 1/4th HP (40) and will interrupt turns and set it to the paladins turn. and force a reroll of Initiative.

Sanctified Slaughter: Activation (Costs 1 Actions). the conquest paladin becomes enwreathed in an unholy energy of rage, igniting them and turning their skin black. as well as forming extremities. As this happens they gain 60 Temp HP. and all Mythic locked actions become unlocked. Their AC as well drops, to 10. 

Description

The world creaks and cracks from the depths. 
A sound is heard to all who would head.

This world is built upon the backs of blood and thievery.
We cannot break their ill-law until we take their autonomy.

Freedom was never a right. 

It was a gift.

And they. have. squandered. it.

So now.
We take
and We take
and We take

Until all is ours. 
And Order can be Brought to Chaos.

The Conquest Paladin is the Apex of breaking spirits and wills, Their order, the strongest order have had time to simply grow stronger and stronger and stronger. in the peace that has followed the First Crusader Wars. From burning villages to killing dissenters. Conquest paladins seem to be divinely chosen and divinely gifted with their strength. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Kala_Nemi565