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Creatures

Conquest (Unlegendary)

Conquest (Unlegendary)

Large Enigma, Lawful Neutral

Armor Class: 18 (natural armor)

Hit Points: 110 (13d10 + 52)

Speed: 30 ft., swim 30 ft.

STRDEXCONINTWISCHA
18 (+4)26 (+8)27 (+8)20 (+5)25 (+7)21 (+5)

Saving Throws: Int +12, Wis +14, Cha +12

Skills: Perception +14

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: force

Condition Immunities: charmed, exhaustion, frightened, poisoned.

Senses: truesight 120 ft., passive perception 24

Languages: all languages, telepathy 120 ft.

Challenge: 18 (20,000 XP) Proficiency: +7

Features

Aura of Conquest: An aura extends from the Horseman for 60 feet in all directions. Creatures of the Horseman’s choice within this area are unaffected by difficult terrain and can move across any liquid surface as if it were solid ground.

Innate Spellcasting: The Horseman can innately cast one of the following spells, requiring no material components and using Charisma as the spellcasting ability (DC 20, +12 to hit).

At Will: Bane, Conjure Volley, Wall of Fire

Mounted Rider: The rider and its horse are treated as one creature, and the rider cannot be dismounted against its will. If the horseman chooses to dismount, both the rider and horse continue to share hit points, stats, and a telepathic link.

Arrow of Conquest: The Horseman’s weapon attacks are magical. The Horseman’s arrow is attached to a length of magical golden thread. After each attack, the arrow is magically retracted, returning to the Bow of Conquest. The thread cannot be severed, but a creature hit by the arrow may attempt to restrain the arrow by using its reaction to make a DC 24 Strength check. On a success, the Horseman cannot take any more attacks on this turn. This check must be repeated each time the Horseman makes an attack.

Actions

Multiattack: The Horseman makes four attacks with its Bow of Conquest.

Bow of Conquest: Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 11 (2d10) force damage, and the Horseman may choose one extra effect from the list below.

Blinding Strike. The target takes an extra 7 (2d6) radiant damage, and must succeed on a DC 20 Constitution saving throw or be Blinded until the end of its next turn.

Branding Strike. The target becomes visible if it is invisible, and the next attack against it has advantage.

Commanding Strike. The Horseman calls out to an ally, who may use its reaction to make one weapon attack.

Piercing Strike. A creature within 5 feet of the target must succeed on a DC 24 Dexterity saving throw or take the same damage as the target.

Slaying Strike. The target must make a DC 24 Constitution saving throw, taking 14 (4d6) force damage on a failed save or half as much on a success.

Vortex Strike. The target must succeed on a DC 20 Charisma saving throw or be magically teleported to an unoccupied space of the Horseman’s choice within 20 feet of where it started.

Azrael's Guide to the Apocalypse, printed page 246.