Apocalypse Horse (5e Creature)

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Apocalypse Horse[edit]

Large fiend (demon), 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 +8
Proficiency Bonus +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison, necrotic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 18
Languages Abyssal, Infernal; telepathy 240 ft.
Challenge 20 (25,000 XP)


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: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Hooves. Melee Weapon Attack: +11 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 reduction lasts until dispelled by a greater restoration spell or similar magic. If a creature's hit point maximum is 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 hit point maximum is not reduced.

It is said that there are four apocalypse horses, one for each of the four horsemen: conquest, war, famine and death. An apocalypse horse rarely leaves its horseman's side, though the four horsemen have been known to grant their mightiest underlings temporary use of their horses, though each horse is only truly loyal to its horseman. The presence of a horse is both a blessing and a curse to the one, as although it is a mighty beast, if its rider fails in its duties, the horse will not hesitate to slay it before returning to its true master.
Each horse is a terrifying opponent in its own right, though in the presence of its particular horseman, it only grows stronger.

Horse of Conquest. The horse of conquest is pure white and carries itself with a sense of pride that the other horses lack. The horse of conquest is domineering and defiant, driven to topple kingdoms and end empires. The horse of conquest can gaze into the souls of those who dare to stand against it, manifesting their deepest fears as illusory horrors.

Horse of War. The horse of war has no skin, leaving its crimson muscle bare for all to see, dripping blood as it moves. The horse of war is the most aggressive of the four horses and the least willing to accept a new rider. The horse of war has the ability to breathe scorching fire that saps the very strength of those it burns, leaving even mighty warriors weak as mewling babes.

Horse of Famine. The horse of famine is a deep, rotten brown-black and remains whippet-thin no matter how much it eats. The horse of famine is possessed of a tremendous hunger that drives it to consume absolutely all food that it comes across; wherever it goes, it leaves barren fields and empty storehouses. The horse of famine can exhale a cloud of smoke so toxic that it withers the bodies of its enemies as they stand.

Horse of Death. The horse of death is grotesque and haggard, its bones clearly visible through its pale flesh and as it moves, it leaves a trail of greenish smoke in its wake. The horse of death holds only disgust for all existence in its twisted heart, only feeling anything akin to pleasure when it snuffs out the lives of others. The horse of death can focus the smoke that follows it into a fog that sucks the life out of those who are exposed to it, extinguishing their souls and transforming them into undead abominations.

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