Bestiary · Humanoid

Human PR 18

Intergalactic Conqueror

The conqueror wears black armor with a horned crown worked into the helm, over a body that has been cut apart and rebuilt more times than the records show. He comes from a world that no longer exists, and he takes other worlds in its place. He fights with two plasma swords, commands a fleet that acts without being ordered, and has killed every officer who brought him terms. He leaves no garrison on a world he takes and moves on to the next.

Intergalactic Conqueror, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
40 ft., fly 40 ft. (hover)
Armor class
22 (augmetic war plate)
Hit points
325 (31d8 + 186)
Proficiency
+6
  • STR 24 +7 save +13
  • DEX 20 +5 save +11
  • CON 23 +6 save +12
  • INT 19 +4 save +4
  • WIS 18 +4 save +4
  • CHA 22 +6 save +12
Skills
Athletics +13 , Intimidation +12 , Perception +10 , Technology +10
Passive Perception
20
Senses
truesight 60 ft., darkvision 120 ft.
Languages
Common, Galactic Standard, Netherspeech
Damage resistances
plasma, fire, necrotic
Condition immunities
frightened , charmed , poisoned
Found in
Spore , Deep Space , Terran (Verdant) , Hyperlane Corridor

Traits

  • Iron Will

    The conqueror has advantage on saving throws against spells and other magical effects, and it cannot be Stunned while it has more than 50 hit points.

  • Dread Presence

    A creature that starts its turn within 30 feet of the conqueror makes a Wisdom saving throw against DC 21 or is Frightened of it until the start of its next turn.

  • Augmetic Recovery

    The conqueror regains 20 hit points at the start of each of its turns if it has at least 1 hit point and has not taken radiant damage since its last turn.

Actions

  • Multiattack

    The conqueror makes four Plasma Sword attacks, two with each blade.

  • Plasma Sword

    +13 to hit · reach 10 ft.

    3d8 + 7 plasma damage

    A slash from a contained plasma blade.

  • Crossing Arc

    DC 21 Dexterity save

    The conqueror brings both blades through a 30-foot cone. Every creature in the cone makes a Dexterity saving throw, taking 10d8 plasma damage on a failure and half as much on a success. Recharges after it rolls a 5 or 6 on a d6 at the start of its turn.

  • Advance Bonus action

    The conqueror flies up to 40 feet without provoking opportunity attacks and makes one Plasma Sword attack.

  • Riposte Reaction

    When a creature within 10 feet misses the conqueror with a melee attack, the conqueror makes one Plasma Sword attack against that creature.

  • Dread Command Legendary

    One creature the conqueror can see within 60 feet makes a Charisma saving throw against DC 21. On a failure it takes 4d10 psychic damage and cannot take reactions until the end of its next turn.

  • Second Blade Legendary

    The conqueror makes one Plasma Sword attack.

  • Reposition Legendary

    The conqueror flies up to half its speed without provoking opportunity attacks.