Apocalypse Horse (5e Creature)

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Apocalypse Horse[edit]

Large fiend (daemon), neutral evil


Armor Class 20 (natural armor)
Hit Points 270 (20d10 + 160)
Speed 60 ft., fly 90 ft.


STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 26 (+8) 13 (+1) 15 (+2) 19 (+4)

Skills Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, poison, necrotic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 17
Languages Abyssal, Infernal; telepathy 240 ft.


Innate Spellcasting. The horse's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The spells the horse can cast are dependent on which horseman the horse serves (see the Favor of the Four infobox).

Magic Resistance. The horse has advantage on saving throws against spells and other magical effects.

Magic Weapons. The horse's weapon attacks are magical.

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hoof attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Unyielding to Oblivion. An apocalypse horse is intrinsically linked to its horseman. While the horse is within 300 feet of its horseman, it gains the following benefits:

  • When damage would reduce the horse's hit points to 0, the horse drops to 1 hit point instead.
  • If the horse would die from an effect that causes instantaneous death, the horse does not die and is instead reduced to 1 hit point.
  • If the horse fails a saving throw, if its horseman has at least one use of the Legendary Resistance feature remaining, the horse can choose to succeed instead, consuming one use of the horseman's Legendary Resistance.

ACTIONS

Multiattack. The horse makes one bite attack and two hoof attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Apocalypse Breath (Recharge 5-6). The horse breathes in a 90-foot cone. Each creature within that area must make a DC 22 saving throw. The type of saving throw required and the effects of the Apocalypse Breath are dependent on which horseman the horse serves (see the Favor of the Four infobox).


Favor of the Four: Each apocalypse horse has several thematic spells and a unique breath weapon effect based on which of the four horsemen it serves:

The horse of conquest can cast the following spells innately, requiring no material components:
At will: darkness, sacred flame (17th level)
3/day each: command (as a 4th-level spell), crusader's mantle, spirit guardians
1/day each: earthquake, hold monster (as a 9th-level spell)
The horse of conquest's breath weapon requires creatures within its area to make a Wisdom saving throw. On a failed save, a creature takes 66 (12d10) psychic damage and is frightened by the horse for 1 minute. On a successful save, a creature takes half as much damage and is not frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.


The horse of war can cast the following spells innately, requiring no material components:
At will: darkness, thunderwave (as a 3rd-level spell)
3/day each: compelled duel, flame strike, mass inflict wounds
1/day each: arcane sword, mass harm
The horse of war's breath weapon requires creatures within its area to make a Dexterity saving throw. On a failed save, a creature takes 58 (13d8) fire damage and is weakened for 1 minute. A weakened creature has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws. On a successful save, a creature takes half as much damage and is not weakened.


The horse of famine can cast the following spells innately, requiring no material components:
At will: darkness, poison spray (17th level)
3/day each: blight, contagion, insect plague
1/day each: finger of death, power word pain
The horse of famine's breath weapon requires creatures within its area to make a Constitution saving throw. On a failed save, a creature takes 56 (16d6) poison damage and gains a level of exhaustion. On a successful save, a creature takes half as much damage and does not gain a level of exhaustion.


The horse of death can cast the following spells innately, requiring no material components:
At will: chill touch (17th level), darkness
3/day each: animate dead (as a 9th-level spell), cloudkill, create undead (as a 9th-level spell), harm
1/day each: disintegrate, power word kill
The horse of death's breath weapon requires creatures within its area to make a Constitution saving throw. On a failed save, a creature takes 58 (13d8) necrotic damage, and its hit point maximum is reduced by the amount of necrotic damage taken. This maximum hit point reduction lasts until dispelled by greater restoration or a similar effect. If a creature's maximum hit points are reduced to 0 in this manner, the creature dies, and rises as a nightshade zombie under the horse's control. On a successful save, a creature takes half as much damage and its maximum hit points are not reduced.



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