Only Ashmier can willingly ride Conquest. While mounted:
- Ashmier and Conquest share the same initiative.
- Ashmier has advantage on Dexterity saving throws.
- Conquest may use its reaction to become the target of an attack that would hit Ashmier.
Aura of Dominion
Hostile creatures within 20 feet have disadvantage on saving throws against being Charmed, Frightened, or Paralyzed.
Innate Spellcasting
Conquest's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks).
It requires no components.
At will:
- Command
- Shield
- Counterspell
- Misty Step
3/day each:
- Hold Person
- Hold Monster
- Haste
- Banishment
- Wall of Force
2/day each:
- Dominate Person
- Globe of Invulnerability
- Telekinesis
1/day each:
- Maze
- Power Word Stun
Multiattack
Conquest makes two Hoof attacks.
It may replace one attack with Chains of Dominion.
Hooves
Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit:
21 (3d8 + 8) Bludgeoning damage plus 9 (2d8) Radiant damage.
Charge
If Conquest moves at least 30 feet straight toward a creature before hitting it with a Hoof attack, the target takes an extra 22 (4d10) bludgeoning damage and must succeed on a DC 22 Strength saving throw or be knocked prone.
Chains of Dominion (Recharge 5-6)
Golden lightning erupts from Conquest's eyes and lances into the mind of one creature within 90 feet.
The target must succeed on a DC 22 Wisdom saving throw or become Dominated for up to 1 minute (Concentration).
While Dominated:
- The target is under the effects of Dominate Person (or Dominate Monster if applicable).
- Bright yellow lightning crackles through the creature's eyes.
- At the start of each of its turns it takes 10 (3d6) Lightning damage.
- Whenever it takes damage it may repeat the saving throw, ending the effect on a success.
On a successful save, the creature instead has disadvantage on its next attack roll.
Tactical Reposition
Conquest magically teleports itself or Ashmier up to 60 feet to an unoccupied space it can see.
This movement does not provoke opportunity attacks.
Guardian of Victory
When Ashmier is hit by an attack while within 30 feet of Conquest, Conquest may move up to its speed toward him.
If it ends adjacent to Ashmier, Conquest becomes the target of the attack instead.
Conquest can take 3 legendary actions, choosing from the options below.
Only one legendary action can be used at a time and only at the end of another creature's turn.
Conquest regains spent legendary actions at the start of its turn.
Gallop
Conquest moves up to half its speed.
Hoof Strike
Conquest makes one Hoof attack.
Hold the Weak (Costs 2 Actions)
Conquest casts Hold Person or Hold Monster without expending a spell slot.
Conquer the Mind (Costs 3 Actions)
Conquest immediately uses Chains of Dominion, even if it is on cooldown.
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Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Conquest is a magnificent celestial warhorse with a flawless white coat veined in living gold. Six sweeping ivory horns crown its head, feathered wings shimmer with radiant light. Every hoofbeat leaves glowing runes that fade moments later.
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.
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