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Creatures

War (Unlegendary)

War (Unlegendary)

Large Enigma, Chaotic Neutral

Armor Class: 20 (natural armor)

Hit Points: 276 (19d12 + 152)

Speed: 60 ft.

STRDEXCONINTWISCHA
27 (+8)15 (+2)27 (+8)16 (+3)25 (+7)21 (+5)

Saving Throws: Str +15, Con +15, Cha +12

Skills: Perception +14

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

Damage Immunities: thunder

Condition Immunities: charmed, exhaustion, frightened, poisoned.

Senses: truesight 120 ft., passive perception 24

Languages: the languages of any creature that has ever been killed within 100 feet of where the Horseman is standing.

Challenge: 19 (22,000 XP) Proficiency: +7

Features

Aura of War: An aura extends from the Horseman for 60 feet in all directions. All creatures on the Material Plane within this area become irrationally aggressive and prone to acts of brutal violence.

Aggressive: As a bonus action, the Horseman can move up to its speed toward an enemy it can see or hear.

Blood Frenzy: The Horseman has advantage on melee attack rolls against a creature that does not have all its hit points.

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: Confusion, Destructive Wave

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.

Sword of War: The Horseman’s weapon attacks are magical.

Violent Regeneration: If the Horseman deals damage to at least one creature with a melee attack during its turn, it regains 20 hit points at the end of that turn.

Actions

Multiattack: The Horseman makes two attacks with its Sword of War.

Sword of War: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 11 (2d10) thunder damage.

Hooves: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.

Reckless Trample: The Horseman rears back on its hind legs and makes a powerful stomp with its hooves. Each creature within 30 feet of the Horseman must succeed on a DC 23 Strength saving throw or take (8d6) thunder damage and be knocked prone. On a successful save a creature takes half as much damage and is not knocked prone. This attack leaves the Horseman off balance and vulnerable. All attacks against it may be made with advantage until the start of its next turn.

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