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.
- 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
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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.
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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.
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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
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Multiattack
The conqueror makes four Plasma Sword attacks, two with each blade.
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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.
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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.
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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.
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Second Blade Legendary
The conqueror makes one Plasma Sword attack.
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Reposition Legendary
The conqueror flies up to half its speed without provoking opportunity attacks.