Viltrumite Warrior (5e Creature)

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Viltrumite Warrior[edit]

Medium humanoid (viltrumite), typically neutral evil


Armor Class 14
Hit Points 200 (16d8 + 128)
Speed 30 ft., fly 120 ft. (hover)


STR DEX CON INT WIS CHA
27 (+8) 19 (+4) 27 (+8) 13 (+1) 14 (+2) 13 (+1)

Saving Throws Str +14, Con +14
Skills Athletics +20, Intimidation +7, Perception +8
Damage Vulnerabilities thunder
Damage Resistances acid, cold, fire, lightning, necrotic, poison, radiant; bludgeoning, piercing, and slashing from all sources except magic weapons
Senses passive Perception 17
Languages Common and one other language
Challenge 19 (22,000 XP)


Cosmic Brute. The viltrimite warrior adds ten extra damage dice to the damage of weapon attacks it makes using Strength (already included as part of the attack) and counts as ten sizes larger for determining its carrying capacity and the weight it can push, drag, or lift.

Damage Reduction. When the viltrumite warrior takes damage from one of the following types: acid, bludgeoning, cold, fire, lightning, necrotic, piercing, poison, radiant, and slashing; it reduces the damage dealt of that type by 8.

Hold Breath. The viltrumite warrior can hold its breath for up to 2 weeks.

Smart Atoms. All damage the viltrumite warrior deals without using a weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Sonic Susceptibility. If the viltrumite warrior takes thunder damage, it is must succeed on a Constitution saving throw (DC 10, or half the thunder damage taken, whichever is higher) or become stunned until the start of its next turn. A flying viltrumite that fails this saving throw by 5 or more begins falling.

Relentless Durability. The viltrumite warrior has advantage on death saving throws.

ACTIONS

Multiattack. The viltrumite warrior makes any combination of two unarmed strike attacks or grab attacks.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 57 (11d8 + 8) bludgeoning damage.

Grab. A creature within 5 feet of the viltrumite must succeed on a DC 18 Dexterity saving throw or take 12 (1d8 + 8) bludgeoning damage and be grappled by the viltrumite (escape DC 28). The viltrumite warrior can only grapple two Large or smaller creatures at a time, or one creature of Huge size or greater.

Brutalize. Any targets grappled by the viltrumite must make a DC 22 Constitution saving throw, taking 250 (20d8 + 160) bludgeoning damage on a failure or half as much on a success.

BONUS ACTIONS

Battle Rampage. If the viltrumite reduces a hostile creature to 0 hit points, it can move up to half its speed and make an attack or use its grab or brutalize.

Dive Attack. If the viltrumite takes the Dash action and moves 20 feet or more in a straight line while flying towards a target, it can make a melee attack or use its grab against the target or use its brutalize if the target is grappled. The target takes an additional 10 bludgeoning damage from the attack or ability for every 20 feet the viltrumite traveled in the line.

REACTIONS

Ruthless Counter. The viltrumite moves up to 15 feet and makes an attack or uses its grab against a creature it can see or hear within range when the target takes the Attack, Cast a Spell, Disengage, Help, or Search action. If the attack hits or the grab is successful, the action fails and is wasted.

Anissa_Invincible_008.jpg

Viltrumites are a race of hostile aliens that appear very similar to humans, but with slightly larger frames and more muscular builds. They hail from the planet Viltrum and search out other worlds with compatible species to conquer and breed with to repopulate their dying empire. Members of the Viltrumite Empire are ruthless and brutal, having adopted a "survival of the fittest" mentality long ago when they culled the weak from their population. For unknown reasons, it is customary for all male members of the Viltrum Empire to grow a short mustache.

Despite their incredible strength, speed, and durability, viltrumites have a significant weakness: the balancing mechanisms in their inner ear required to control their flight are vulnerable to sonic attacks. Additionally, they possess no inherent defenses against magic.

Viltrumites rarely use weapons, favoring combat as close to hand-to-hand as possible. When facing opponents of a perceived lesser strength they may entertain the idea of a fair fight, but when significantly challenged they will often go straight for the kill, catching an off-guard opponent in an inescapable vice grip and summarily executing them.

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