The Demon Lord of Conquest is a 30-foot-tall, shark-headed human covered in red scales. People with hatred or ambition in their hearts hear his whispers as they look across the sea, goading them towards slaughter and tyranny.
Huge fiend (demon), chaotic evil
Armor Class 18 (natural armor)
Hit Points 175 (14d12 + 84)
Speed 50 ft., swim 100 ft.
|26 (+8)||11 (+0)||23 (+6)||23 (+6)||16 (+3)||21 (+5)|
Saving Throws Strength +14, Intelligence +12
Skills Athletics +14, Deception +17, History +12, Persuasion +11
Damage Immunities cold, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities charmed, exhaustion, poisoned
Senses truesight 120 ft., passive Perception 13
Languages all, telepathy 120 ft.
Challenge 19 (22,000 XP)
- Amphibious. The Demon Lord of Conquest can breathe air and water.
- Aura of Fury. The calm emotion spell instantly fails when cast within 60 feet of the Demon Lord of Conquest. In addition, any creature that starts its turn within 30 feet of the Demon Lord of Conquest must succeed on a DC 19 Wisdom saving throw or enter a mad rage, attacking the nearest creature it can see until the start of its next turn. At the start of his turn, the Demon Lord of Conquest can decide whether this aura is active.
- Legendary Resistance (3/day). If the Demon Lord of Conquest fails a saving throw, he can choose to succeed instead.
- Magic Resistance. The Demon Lord of Conquest has advantage on saving throws against spells and other magical effects.
- Magic Weapons. The Demon Lord of Conquest’s weapon attacks are magical.
- Innate Spellcasting. The Demon Lord of Conquest’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- Multiattack. The Demon Lord of Conquest makes three longsword attacks and one shortsword attack, or three longbow attacks.
- Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage or 24 (3d10 + 8) slashing damage if used with two hands.
- Shortsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage.
- Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (3d8) piercing damage. The range and accuracy of the Demon Lord of Conquest’s arrows are not affected by water.
The Demon Lord of 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. The Demon Lord of Conquest regains spent legendary actions at the start of his turn.
- Longsword. The Demon Lord of Conquest makes one longsword attack.
- Call Carrion-Eater (Costs 2 Actions). The Demon Lord of Conquest summons a vrock at a point within 60 feet of him. The vrock has a swim speed equal to its fly speed. It remains for 1 minute, until it or the Demon Lord of Conquest dies, or until the Demon Lord of Conquest dismisses it as an action. The Demon Lord of Conquest can summon up to three vrocks per day.
- Swim. The Demon Lord of Conquest swims up to his swim speed without provoking opportunity attacks.
The Demon Lord of Conquest longs for perpetual war, a world that knows no peace anywhere.
Architect of Destruction. Despite his savage appearance, the Lord of Conquest is not a brutish beast. He possesses a cunning intellect and an instinctive understanding of military tactics that he shares with mortal generals in dreams. But the greatest of his powers is his knowledge of military engineering. The Demon Lord of Conquest’s formidable mind is incessantly dreaming new ways to kill more efficiently, more indiscriminately, and more painfully. Whenever the Lord of Conquest dreams up a new weapon, he sends it to the mind of an evoker, an engineer, or a trapsmith, who he then trusts to test, perfect, and iterate upon it.
Leviathan of Legend. The Demon Lord of Conquest rarely meddles directly, preferring to prey on mortals’ lust for power. When the Demon Lord of Conquest does appear on the Material Plane, it is usually because he was called by his most powerful cultists—human warlords, sahuagin barons, and druids who wish to see the civilizations of the world razed and nature reborn anew. The Demon Lord of Conquest may one day come to the mortal world of his own accord, because he fears his dream of endless war will be permanently quashed if he does not. On the Material Plane, he might choose to disguise himself as a kraken or other monstrous leviathan to prevent the gods from learning of his involvement and destroying him.
Marshal of the Bloodstained Sea. The Demon Lord of Conquest lurks in the Bloodstained Sea, a layer of the Abyss containing a jet-black ocean which extends infinitely in all directions. Above its inky waters hangs a blood-red moon in a perpetual lunar eclipse. The souls of warmongers and cruel soldiers war forever beneath the surface of the sea, and the Demon Lord of Conquest, the secret leader of all armies, plants jealousy and suspicions of conspiracy in the minds of the soldiers to pit themselves against each other for all eternity.
The Demon Lord of Conquest resides in a palace of iron at the bottom of the Bloodstained Sea in the Abyss. The palace is shaped like a massive hermit crab and slowly plods across the ocean floor, surveying the endless war of damned spirits that fills the Bloodstained Sea.
- A raging whirlpool appears. Each creature within 60 feet of a point the Demon Lord of Conquest can see within 120 feet of him must succeed on a DC 19 Strength saving throw or be pulled to the center of the whirlpool. If a creature starts its turn within 30 feet of the center of the whirlpool, it must succeed on a DC 19 Strength saving throw or be pulled to the center of the whirlpool. A creature in the center of the whirlpool can move out of the center by succeeding on a DC 19 Strength check. This whirlpool lasts until initiative count 20 on the next round.
- A 60-foot radius sphere of water the Demon Lord of Conquest can see within 120 feet of him becomes poisonous. Each creature within the sphere must make a DC 19 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. This poison lasts until initiative count 20 on the next round.
- A vertical wall of whirling, razor-sharp blades of magical energy appears at a point the Demon Lord of Conquest chooses within 90 feet. The wall can be a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The first time a creature enters the wall on a turn or starts its turn there, the creature must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. The Demon Lord of Conquest can choose to concentrate on maintaining this wall as if it were a spell for up to 10 minutes, if he chooses not to take another lair action while concentrating. If not, the wall disappears when the Demon Lord of Conquest takes another lair action.
The region containing The Demon Lord of Conquest’s lair is warped by his magic, which creates one or more of the following effects:
- Within 1 mile of the lair, the swim speed of creatures that have gained a swim speed through magic is reduced by half.
- All creatures within the Bloodstained Sea gain the ability to breathe water.
- No creature on the Bloodstained Sea can willingly retreat or call a truce. A creature that wishes to spare an unconscious target’s life must make a DC 19 Wisdom saving throw. On a failure, the creature is compelled to kill its target.
If the Demon Lord of Conquest dies, these supernatural effects disappear after 1d10 days.
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.