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Creatures

Horseman of Conquest

The Horsemen

The Four Horsemen are primeval incarnations of ideas. They are neither celestial nor fiend, neither good nor evil, but serve as inevitable and eternal forces of balance and neutrality throughout the cosmos. Although the carnage and destruction that they bring is often viewed as “evil,” by the casual observer, the wake of conquest, war, famine, and death is often what upsets the systems of privilege and oppression, bringing down the mighty from their thrones, and lifting up the lowly. In fact, it is often by surviving the hardships wrought by a Horseman that some individuals come to know redemption. A Horseman does not discriminate; it does not know mercy, but neither does it not know malice. Whether by intention or by chance, the ravages of the Horsemen are often the closest thing to “justice” that a cruel and sinful world will ever know.

Eternal Enigmas. The Horsemen often appear in the form of humanoid creatures astride mighty steeds; however, these are simply manifestations of ideas, and the true essence of a Horseman is as old and terrible as the idea it represents. The Four Horseman are truly fearsome to behold in combat, and if they ride into battle together, they are a nigh unstoppable force. However, even if one of them is isolated and defeated, its death is not permanent. As long as Conquest, War, Famine, and Death exist in the world, there will always be manifestations of these ideas; there will always be Horsemen.

Servants of the Seals. The Horsemen are magically bound to the Scroll of the Seven Seals. If a creature uses its action to break the seals, the Horsemen are released into the world, they unquestioningly follow the instructions of the creature that released them. Luckily, an ancient prophecy foretells that “only the Son of Man, firstborn of the virgin, who became sin and died by human hands” can open the scroll and read its contents.

Conquest

“First, came a white horse. It’s rider had a bow

and a crown, and it came to conquer.”

-Revelation 6:2

Faceless Conquerer. The first Horseman, Conquest is the most intelligent and cunning of her kind. Wielding the Bow of Conquest, she rides into battle with remorseless efficiency. Conquest is poised and confident, carrying herself with the regal air of an empress. She usually takes the form of a tall, beautiful, dark-skinned woman with piercing brown eyes and an authoritative voice. However, when combat begins, She lowers her veil to hide her face, becoming an impersonal, ruthless, and emotionless conquerer.

Conquest’s Tactics. Conquest does not have the weakness of hubris that many villains have. She never underestimates her enemies and never rides into a battle were victory is not assured. She will take up a position in the rear of the battlefield where she can command her legions and strike from long range with her bow. Conquest only has one arrow (symbolic of her brutal efficiency) which is attached to a length of indestructible golden thread, which wraps around her arm, allowing her to magically draw the arrow back to her when fired.

Horseman of Conquest

Large Enigma, Lawful Neutral

Armor Class: 18 (natural armor)

Hit Points: 216 (16d10 + 128)

Speed: 60 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: 22 (41,000 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

Legendary Resistance (3/Day): If the Horseman fails a saving throw, it can choose to succeed instead.

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.

Returning Arrow: 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 takes the Attack action.

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: 13 (1d8 + 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.

Legendary Actions

The Horseman can take 3 Legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Horseman regains spent legendary actions at the start of its turn.

Identify Weakness: The Horseman gives itself advantage on its next attack roll against a creature or object that it can see.

Quick Strike: The Horseman makes one attack with its Bow of Conquest, dealing only its piercing damage and without adding its usual extra effect.

Spell (costs 2 actions): The Horseman casts a spell from its list of known spells.

Azrael's Guide to the Apocalypse, printed pages 204, 205.