This site is games | books | films

Four Horsemen of the Apocalypse

The Four Horsemen of the Apocalypse (often referred to as the Four Horsemen) are figures are named as punishments from the Gods, and later as an apocalypse.

Four Horsemen
By Viktor Mikhailovich Vasnetsov – http://lj.rossia.org/users/john_petrov/166993.html, Public Domain, https://commons.wikimedia.org/w/index.php?curid=2649874

Four Horsemen – War

D&D 5E Epic Monsters: Four Horsemen – War

4 Horsemen WAR dnd5e banner.jpg

Grab your sword and board, strap on your armor, and get ready for some ultra-violence: it’s time for War!

D&D 5E – Epic Monsters: Four Horsemen – War | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

When He broke the second seal, I heard the second living creature saying, “Come.” And another, a red horse, went out; and to him who sat on it, it was granted to take peace from Earth, and that men would slay one another; and a great sword was given to him.

—Revelation 6:3–4

With the conditions for slaughter set by the first herald (Strife) this horseman rolls in to make sure the mayhem is in full effect. There’s no doubt that the initial harbinger will cause bloodshed but whatever has been spilt before its arrival is a paltry puddle compared to the sanguine ocean unleashed by War. The armies arrayed against one another might see it fight on behalf of all sides—it battles only for whichever outcome will result in the maximum number of lives lost.

Four Horsemen – War​

Medium monstrosity, neutral evil
Armor Class 17
Hit Points 315 (30d8+180)
Speed 60 ft.

STRDEXCONINTWISCHA
30 (+10)​24 (+7)​22 (+6)​25 (+7)​23 (+6)​19 (+4)​

Skills Athletics +24, Intimidation +18, Perception +20, Survival +20
Damage Resistances cold, fire, thunder; bludgeoning, piercing, slashing
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, disease, exhaustion, frightened, poisoned
Senses darkvision 120 ft., truesight 60 ft., passive Perception 30
Languages all
Challenge 23 (50,000 XP)

Ageless. War cannot suffer from frailty of old age, die from old age, or be aged magically.

Innate Spellcasting. War’s innate spellcasting ability is Intelligence (spell save DC 22). War can innately cast the following spells, requiring no material components:

At will: counterspell, fly, phantom steed

3/day each: antimagic field, detect thoughts, earthquake, plane shift

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

Magic Resistance. War has advantage on saving throws made against spells and other magical effects.

Magic Weapons. War’s weapon attacks are magical.

Regeneration. War regains 60 hit points at the start of its turn if it has at least 1 hit point.

Shapechanger. War can use a bonus action to polymorph into a Small, Medium, or Large humanoid it has seen, or back into its true form. Its statistics, other than its size and the ability to breathe water, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Siege Monster. War deals double damage to objects and structures.

ACTIONS
Multiattack. War uses its Frightful Presence and attacks four times.

Blade. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 28 (4d8+10) slashing damage.

Personified Fury. Ranged Weapon Attack: +17 to hit, range 200/800 ft., one target. Hit: 20 (3d6+10) force damage and the target makes a DC 25 Strength saving throw or is knocked prone.

Frightful Presence. Each creature of War’s choice that is within 120 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to War’s Frightful Presence for the next 24 hours.

REACTIONS
Fast Reactions. War can take 3 reactions each round, but never more than one reaction against the same creature.

LEGENDARY ACTIONS
War 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. War regains spent legendary actions at the start of its turn.

  • Attack. War makes a melee weapon attack.
  • Return Straggler (Costs 2 Actions). War chooses a creature it can see that has moved any distance away from it since the beginning of its last turn. The creature makes a DC 25 Strength saving throw or is pulled 30 feet closer to War. A creature that ends this movement adjacent to War provokes an opportunity attack.
  • Sunder (Costs 3 Actions). War makes a melee weapon attack against a weapon or shield wielded by a creature within its reach. On a hit, the wielding creature makes a DC 25 Strength saving throw or the object is destroyed. A magic weapon or shield grants advantage to the saving throw, and on a successful save is not destroyed but instead transformed into a mundane object for 1 minute.

Four Horsemen – War

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
On this Thread

Four Horsemen – War
Medium outsider (Cosmic, Daemon, Evil)
Hit Dice35d8 + 490 (770 hp)
Initiative+19
Speed45 ft.
Armor Class44 (+11 Dexterity, +8 insight, +15 natural), touch 29, flat-footed 25
Base Attack/Grapple+35/+53
AttackThe Scarlet Sword +75 melee (2d8 + 40 plus 2 Constitution 17-20/x3 and death (Fort DC 45))
Full AttackThe Scarlet Sword +75/+75/+70/+65/+60 melee (2d8 + 40 plus 2 Constitution 17-20/x3 and death (Fort DC 45))
Space/Reach5 ft. /5 ft. (10 feet with Scarlet Sword)
Special AttacksHand of War, incite conflict, spell-like abilities
Special QualitiesDamage reduction 15/-, damage reduction 30/epic, good and mithril, Darkvision, immunity to acid and poison, regeneration 15, resistance to cold 20, electricity 20 and fire 20, Rider of the Red Horse, Spell Resistance 44, telepathy 500 ft., weapon master
SavesFort +33, Ref +30, Will +27
AbilitiesStrength 47, Dexterity 33, Constitution 38, Intelligence 20, Wisdom 27, Charisma 30
SkillsBalance +40, Climb +41, Concentration +29, Craft (armor) +43, Craft (weapons) +43, Diplomacy +14, Intimidate +48, Jump +58, Knowledge (religion) +43, Listen +23, Move Silently +36, Ride (Dexterity)+49, Search +20, Sense Motive +46, Spot +46, Survival +31 (+33 tracking), Swim +40, Tumble +46
FeatsCleave, Combat ExpertiseCombat Reflexes, Dodge, Improved Bull Rush, Improved Combat Expertise, Improved DisarmImproved Initiative, Improved Sunder, Improved Trip, Improved Two Weapon fighting, Great Cleave, Greater Two Weapon Fighting, Mobility, Mounted Combat, Power Attack, Ride-By Attack, Spring Attack, Spirited Charge, Two Weapon Fighting
Epic FeatsDamage Reduction (x5), Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (mithril), Penetrate
Damage Reduction
(silver), Superior Initiative
Climate/TerrainAn evil-aligned plane
OrganizationSolitary (unique)
Challenge Rating32
TreasureTriple Standard
AlignmentNeutral Evil

Hand of War (Su): With a touch, War may bestow incredible fighting prowess upon a being. An unwilling being gets a Will save (DC 37) to resist. The being gains a +4 profane bonus to attacks and damage, and four bonus feats that must be selected from the fighter‘s feat list. However, this comes with a price. For every hour that goes by without the death of a living sentient creature at the being’s hand, 1 point of Constitution drain is suffered. This is not restored should the being begin killing again, the deaths merely stave off the next hourly point of Constitution drain. A miracle cast by a spellcaster that can beat War at an opposed caster level check (35th level) removes the curse, but does not restore the lost Constitution. A separate casting of miracle must be used to restore each point of Constitution drain. miracle always requires an experience point cost when used to counteract the effects of the Hand of War.

Incite Conflict (Su): Those within 1000 feet of War must make a Will save (DC 37) or fall under the effects of a berserker rage. They gain a +8 bonus to Strength, suffer a -8 bonus to Armor Class, and must attack a living being every minute or suffer 1d4 points of damage. They cannot differentiate friend or foe while under the effects of this rage, and typically attack the nearest living creature. The rage lasts for 1 hour, after which the creature is exhausted, assuming it is still alive.

Spell-like Abilities:

Caster level 26th

Cosmic Entity: War is only entitled to defensive rank checks. War has a +4 bonus on rank checks. Any other Rider within 1 mile of War grants her an additional +4 to her rank checks. This is cumulative.

Regeneration (Ex): In an odd twist, only those effects which are intended to deal nonlethal damage deal normal damage to War. Weapons must be mithril, and spells must be good aligned. Healing spells also inflict normal damage upon War.

Rider of the Red Horse (Ex): While within one mile of another Rider of the Apocalypse, War gains a +4 morale bonus to the DCs of her special attacks and spell-like abilities. This bonus is cumulative, so she would gain a +12 morale bonus should all 4 riders be within one mile of each other.

Weapon Master (Ex): War is a master of all forms of weaponry. War is considered a 35th level fighter, and receives the bonus feats due to such. She is proficient in all weapons, simple, martial or exotic; she doubles the threat range of any weapon she wields, she increases the critical multiplier of any weapon she wields by one, and she receives a +16 bonus to both attacks and damage with any weapon she wields. She may wield any weapon within one size category of her own with no penalty. Any critical hit she scores against a foe forces a Fortitude save (DC 45) to avoid death. War knows no defeat, and can bypass any resistance to critical hits gained through magic or creature type, however critical hits against such creatures do not threaten death.

Possessions:

War wields the Scarlet Sword, which functions as a Large adamantine +6 greater wounding bastard sword of speed. Because of its increased size, War gains 10 foot reach with the weapon, although her incredible skill allows her to strike adjacent foes as well.

When the Scarlet Sword deals damage to an enemy, the blood falls to the ground and rises up as an undying soldier. Treat this as a skeleton with a level of Warrior for every 10 points of damage dealt with the attack. The undying soldier will move forward towards the nearest living being it can see, and attack it to the best of its ability. If there are no living beings within range of their sight, the undying soldier seeks out such. Undying soldiers will not attack War unless she is the only living being within their sight.

Four Horsemen – Famine

D&D 5E Epic Monsters: Four Horsemen – Famine

4 horseman Famine dnd5e banner.jpg

D&D 5E – Epic Monsters: Four Horsemen – Famine | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

With the lands already suffering from Strife and War it was only a matter of time before the terrible consequences of such violence: Famine!

When He broke the third seal, I heard the third living creature saying, “Come.” I looked, and behold, a black horse; and he who sat on it had a pair of scales in his hand. And I heard something like a voice in the center of the four living creatures saying, “A quart of wheat for a denarius, and three quarts of barley for a denarius; but do not damage the oil and the wine.”

—Revelation 6:5–6

Whenever swords are made from plowshares fields go untilled and starvation inevitably follows—this is where the third herald comes into play. Famine spreads suffering far and wide, depriving the masses of sustenance and forcing deprivation everywhere. Economies collapse as food markets go astray, and further violence erupts when people are driven to take desperate acts in order to survive.

Design Notes: While it’s certainly capable of some trickery and intrigue, with Famine’s build the focus is on decay so all the poison, disease, and most of the necrotic magic has a place in its statistics. With how O5E handles resisting poisons that also makes a lot of sense for theming starvation effects. Good luck to the dwarf-less party that takes this monster on. Even if all the adventurers are stout folk they probably want to have at least a few greater restorations at hand or they’re likely in for a bad time—Famine can survive the hits and put a reckless party’s tank out of commission with exhaustion. Let’s do the numbers! The DMG places Famine at 25.33 and the Blog of Holding at 21.66, averaging out to 23 and a half.

Four Horsemen – Famine​

Medium monstrosity, neutral evil
Armor Class 19 (natural armor)
Hit Points 345 (30d8+210)
Speed 30 ft.

STRDEXCONINTWISCHA
21 (+5)​18 (+4)​24 (+7)​15 (+2)​24 (+7)​17 (+3)​

Saving Throws Int +9, Cha +10
Skills Insight +14, Nature +16, Perception +14, Persuasion +17
Damage Resistances cold; bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, disease, frightened, poisoned
Senses darkvision 120 ft., truesight 60 ft., passive Perception 24
Languages all
Challenge 23 (50,000 XP)

Ageless. Famine cannot suffer from frailty of old age, die from old age, or be aged magically.

Innate Spellcasting. Famine’s innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Famine can innately cast the following spells, requiring no material components:

At will: blight, cloudkill, contagion, control water, detect poison and disease, fly, move earth, phantom steed

3/day each: control weather, detect thoughts, insect plague, mirage arcana, plane shift

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

Magic Resistance. Famine has advantage on saving throws made against spells and other magical effects.

Magic Weapons. Famine’s weapon attacks are magical.

Shapechanger. Famine can use a bonus action to polymorph into a Small, Medium, or Large beast or humanoid it has seen, or back into its true form. Its statistics, other than its size and the ability to breathe water, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

ACTIONS
Multiattack. Famine uses its Frightful Presence and attacks twice.

Withering Touch. Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: 51 (8d10+7) necrotic damage. If the target is a creature and takes more than 50 necrotic damage, it makes a DC 22 Constitution saving throw or gains one level of exhaustion.

Sap Vitality. Ranged Spell Attack: +14 to hit, range 50/200 ft., one creature. Hit: The target gains one level of exhaustion. At the end of its next turn, if the target is still alive it can make a DC 22 Constitution saving throw to immediately recover from the last level of exhaustion inflicted by Sap Vitality.

Frightful Presence. Each creature of Famine’s choice that is within 120 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Famine’s Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS
Famine 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. Famine regains spent legendary actions at the start of its turn.

Decrepit Pod. Famine conjures a decrepit pod of plant seeds in its hands and throws them at a square within 30 feet. When it hits the decrepit pod spreads into a 20-foot-radius sphere of pollen that hangs in the air for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The sphere spreads around corners and its area is heavily obscured.

When a creature other than Famine starts its turn inside of the pollen or first enters into the pollen on a turn, the creature makes a DC 22 Constitution saving throw or has disadvantage on attack rolls and ability checks for 1 round. In addition, any food in the area spoils, and any nonmagical plants in the area that aren’t creatures wither and die.

Cast Spell (Costs 2 Actions). Famine casts a spell.

Scales of Starvation (Costs 2 Actions). Foul energies roil out of Famine in a 40-foot radius. Each creature in the area must make a DC 22 Constitution saving throw, taking 28 (10d6) poison damage on a failed save, or half as much damage on a successful one. A creature that takes 25 or more poison damage repeats the saving throw or gains one level of exhaustion. Any plant creatures take double damage. Nonmagical plants in the area wither and die, and food in the area spoils.

Four Horsemen – Famine

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
On this Thread

Four Horsemen – Famine
Medium outsider (Cosmic, Daemon, Evil)
Hit Dice30d8 + 300 (540 hp)
Initiative+13
Speed45 ft.
Armor Class46 (+13 Dexterity, +8 insight, +15 natural), touch 31, flat-footed 25
Base Attack/Grapple+30/+39
AttackThe Ebon Scales +41 melee (1d10 + 13 /19-20/x2 and 1 negative level)
Full AttackThe Ebon Scales +43/+37/+33/+27 melee (1d10 + 13 /19-20/x2 and 1 negative level)
Space/Reach5 ft. /5 ft.
Special AttacksAura of Hunger, Hand of Famine, spell-like abilities
Special QualitiesDamage reduction 30/epic, good and mithril, Darkvision, immunity to acid and poison, regeneration 10, resistance to cold 20, electricity 20 and fire 20, Rider of the Black Horse, Spell Resistance 41, telepathy 500 ft.
SavesFort +27, Ref +30, Will +25
AbilitiesStrength 28, Dexterity 37, Constitution 31, Intelligence 27, Wisdom 24, Charisma 30
SkillsAppraise +41, Balance +46, Concentration +43, Diplomacy +14, Hide +46, Intimidate +43, Knowledge (Geography) +41, Knowledge (history) +41, Knowledge (religion) +43, Listen +23, Move Silently +36, Ride (Dexterity)+49, Search +20, Sense Motive +46, Spellcraft +41, Spot +46, Survival +31 (+33 tracking)
FeatsCombat ExpertiseCombat Reflexes, Improved Critical (heavy flail), Monkey Grip, Mounted CombatPower Attack, Quicken Spell-Like Ability (x2), Ride-By Attack, Spirited Charge, Violate Spell-Like Ability
Climate/TerrainAn evil-aligned plane
OrganizationSolitary (unique)
Challenge Rating29
TreasureTriple Standard
AlignmentNeutral Evil
 Arnold Böcklin (1827–1901) Title: Der Krieg War Date1896
Arnold Böcklin  (1827–1901)    
Title: Der Krieg War

Aura of Hunger (Su): Those within 1000 feet of Famine must make a Fortitude save (DC 37) or fall under the effects of extreme hunger. They suffer 10d6 points of nonlethal damage, and become exhausted. They must begin making Constitution checks against further starvation every hour as if they had gone a week with no food. Those who fall unconscious from the nonlethal damage take 1 point of Constitution damage every hour until they are healed. The nonlethal damage dealt by the Aura of Hunger is the same as that dealt by starvation, and can only be healed once the character is given food.

The effects of Aura of Hunger continue to persist even after the character is no longer within the Aura. A character that makes his save against Aura of Hunger is immune to its effects until he leaves the area of the aura.

Hand of Famine (Su): With a touch, Famine may bestow her terrible curse upon a victim. An unwilling being gets a Fortitude save (DC 37) to resist. The being no longer requires food nor water to sustain its life. However, this comes with a price. Every creature that comes into physical contact with the victim suffers 1d6 points of Constitution drain (no save). The victim can inflict this upon others with a successful touch attack. These are stored by the victim as temporary Constitution, and disappear at a rate of 1 per hour. If the pool reaches 0 points of Constitution, the victim suffers 1 point of damage to a random ability score every hour until he has replenished the pool. In addition, all food within 60 feet of the victim turns rotten and lacking any nourishment. Consuming it requires a Fortitude save (DC 12) to avoid being poisoned. (1 Constitution/1d4 Constitution) A miracle cast by a spellcaster that can beat Famine at an opposed caster level check (35th level) removes the curse from the victim, but does not restore any lost mental ability scores. A separate casting of miracle must be used to restore each point of mental ability drain. miracle always requires an experience point cost when used to counteract the effects of the Hand of Famine.

Spell-like Abilities: Always active- deathwatch, see invisibility;

at will- blasphemy (DC 27), greater dispel magicgreater teleport, polymorph any object (DC 28, objects only), ray of enfeeblement, ray of exhaustionunholy aura (DC 28), unholy blight (DC 24), vampiric touchwaves of fatigue;

8/day – Befoul* (DC 28), Despoil* (DC 29), energy drain, eyebite (DC 25), horrid wilting (DC 28), waves of exhaustion.

Caster level 24th

Cosmic Entity: Famine is only entitled to defensive rank checks. Famine has a +4 bonus on rank checks. Any other Rider within 1 mile of Famine grants him an additional +4 to his rank checks. This is cumulative.

Regeneration (Ex): Good aligned mithril weapons and spells with the Healing descriptor inflict normal damage upon Famine.

Rider of the Black Horse (Ex): While within one mile of another Rider of the Apocalypse, Famine gains a +4 morale bonus to the DCs of his special attacks and spell-like abilities. This bonus is cumulative, so he would gain a +12 morale bonus should all 4 riders be within one mile of each other.

Possessions:

Famine wields The Ebon Scales, which function as a +4 cold iron heavy flail of lifestealing. Those slain by The Ebon Scales rise again as Ghouls (or Ghasts if the slain had 4 or more HD) within 1 minute of their death. The Ghouls will not attack Famine, but neither are they under his control.

Four Horsemen – Pestilence

D&D 5E Epic Monsters: Four Horsemen – Strife

4 Horsemen STRIFE dnd5e banner.jpg

D&D 5E – Epic Monsters: Four Horsemen – Strife | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

The first of the Four Horsemen of the Apocalypse: Strife!

Then I saw when the Lamb broke one of the seven seals, and I heard one of the four living creatures saying as with a voice of thunder, “Come.” I looked, and behold, a white horse, and he who sat on it had a bow; and a crown was given to him, and he went out conquering and to conquer.

—Revelation 6:1–2

Hold on a tick,” you say from beyond the digital sea, “I thought the first horseman was the Antichrist/Christ/Conquest/Pestilence?” All of you are correct! Throughout the ages interpretations of these figures from the Christian apocalypse have been twisted all which ways around and the thing that made the most sense for the first in this column is Strife—a harbinger not of conflict itself but rather an agent that lays out the groundwork for the mayhem and slaughter to follow. You don’t kill off a quarter of the world without setting the mood! When the Last Judgment comes this is the first herald, sewing conflict across the globe before the others arrive.

Strife
Medium monstrosity, neutral evil
Armor Class 19 (natural armor)
Hit Points 285 (30d8+150)
Speed 45 ft.

STRDEXCONINTWISCHA
26 (+8)​20 (+5)​20 (+5)​19 (+4)​17 (+3)​26 (+8)​

Skills Athletics +15, Deception +22, History +18, Insight +17, Intimidation +22, Perception +17, Persuasion +22
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, disease, exhaustion, frightened, poisoned
Senses darkvision 120 ft., truesight 60 ft., passive Perception 27
Languages all
Challenge 23 (50,000 XP)

Ageless. Strife cannot suffer from frailty of old age, die from old age, or be aged magically.

Innate Spellcasting. Strife’s innate spellcasting ability is Charisma (spell save DC 23). Strife can innately cast the following spells, requiring no material components:

At will: charm person, fly, phantom steed, suggestion

3/day each: detect thoughts, dominate person, plane shift, mass suggestion

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

Magic Resistance. Strife has advantage on saving throws made against spells and other magical effects.

Magic Weapons. Strife’s weapon attacks are magical.

Regeneration. Strife regains 40 hit points at the start of its turn if it has at least 1 hit point.

Shapechanger. Strife can use a bonus action to polymorph into a Small, Medium, or Large humanoid it has seen, or back into its true form. Its statistics, other than its size and the ability to breathe water, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Stoke Rage. Strife can use a bonus action to enrage a creature within 120 feet. The creature makes a DC 23 Charisma saving throw, rolling with disadvantage if it has half its hit points or less. On a failure, a creature goes berserk. On each of its turns, a berserk creature attacks the nearest creature it can see. If no creature is near enough to move to and attack, the berserk creature takes the Dash and moves in the most direct route towards a creature it can attack. At the start of each of its turns, a berserk creature can repeat the saving throw, ending the effect on itself on a successful save. A creature that successfully resists Stoke Rage becomes immune to its effects for 1 round.

ACTIONS
Multiattack. Strife uses its Frightful Presence and attacks four times.

Sword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8+8) slashing damage plus 9 (2d8) psychic damage.

Provoking Arrows. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 14 (2d8+5) piercing damage plus 9 (2d8) psychic damage. If the target is a creature, it makes a DC 23 Charisma saving throw or uses its reaction to make a single weapon attack against a creature or object Strife chooses within the creature’s reach or within range of the creature’s weapon.

Frightful Presence. Each creature of Strife’s choice that is within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Strife’s Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS
Strife 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. Strife regains spent legendary actions at the start of its turn.

Attack. Strife makes a weapon attack.

Violent Command. Strife chooses one creature within 60 feet. If the creature has its reaction, it makes a DC 23 Charisma saving throw or uses its reaction to make a single weapon attack against a creature or object Strife chooses within the creature’s reach or within range of the creature’s weapon.

Enrage (Costs 1 to 3 Actions). Strife uses Stoke Rage on one or more creatures within range. Every creature targeted costs 1 legendary action.

Four Horsemen – Pestilence

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
On this Thread

Four Horsemen – Pestilence
Medium outsider (Cosmic, Daemon, Evil)
Hit Dice33d8 + 363 (627 hp)
Initiative+16
Speed45 ft.
Armor Class55 (+8 Dexterity, +11 insight, +26 natural), touch 29, flat-footed 36
Base Attack/Grapple+33/+40
AttackIvory Bow +45 ranged (1d6 + 11 /x3)
Full AttackIvory Bow +45/+40/+35/+30 ranged (1d6 + 11 /x3)
Space/Reach5 ft. /5 ft.
Special AttacksBreath weapon, command vermin, dire affliction, Hand of Pestilence, spell-like abilities, summon vermin
Special QualitiesDamage reduction 30/epic, good and mithril, Darkvision, immunity to acid and poison, regeneration 10, resistance to cold 20, electricity 20 and fire 20, Rider of the White Horse, Spell Resistance 44, telepathy 500 ft.
SavesFort +29, Ref +26, Will +29
AbilitiesStrength 24, Dexterity 26, Constitution 32, Intelligence 29, Wisdom 33, Charisma 30
SkillsBalance +44, Bluff +36, Climb +43, Concentration +47, Diplomacy +14, Heal +47, Hide +44, Intimidate +40, Jump +27, Knowledge (nature) +49, Knowledge (religion) +45, Listen +47, Move Silently +44, Ride (Dexterity)+44, Search +45, Sense
Motive
+47, Spellcraft +29, Spot +47, Survival +47 (+51 above ground, +51 tracking), Use Magic Device +30
FeatsAbility Focus (Dire Affliction), Dodge, Improved Critical (short bow), Improved InitiativeMobility, Mounted Archery, Mounted Combat, Point Blank Shot, Rapid ShotRide-By Attack
Epic FeatsCombat Archery, Superior Initiative
Climate/TerrainAn evil-aligned plane
OrganizationSolitary (unique)
Challenge Rating32
TreasureTriple Standard
AlignmentNeutral Evil
 Albrecht Dürer (1471–1528) Blue pencil.svg wikidata:Q5580 s:en:Author:Albrecht Dürer q:en:Albrecht Dürer Title Knight, Death and Devil Date 1513
Albrecht Dürer  (1471–1528)    
Knight, Death and Devil 1513

Breath Weapon: Once every 1d4 rounds, Pestilence can spew forth a cloud of vermin from his mouth. This deals 20d6 point of damage in a 60 foot cone. Those damaged by the vermin are also poisoned (2d4 Dexterity initial and secondary). A Fortitude save (DC 37) negates the poison and halves the damage. The vermin remain in the area as a swarm.

Command vermin: Pestilence is capable of commanding vermin similar to how an evil cleric rebukes undead. Any vermin who would be rebuked are instead under Pestilence’s control.

Dire Affliction (Su): Those within 1000 feet of Pestilence must make a Fortitude save (DC 38) or contract a random disease. This save must be made every minute, and victims can contract more than one disease in this manner. If a victim contracts a given disease twice, the effects of the disease are twice as potent.

Attempting to heal someone stricken ill by Pestilence can be very dangerous. A failed caster level check (DC 45) will result not only in the attempt failing, but the would-be healer must succeed on a Fortitude save (DC 38) or contract the same disease as the ill. In addition, the caster must make a Will save (DC 38) or permanently lose the spell slot used to attempt the healing.

No one who is currently infected with a disease can cure one who is afflicted by any of Pestilence’s diseases.

Hand of Pestilence (Su): With a touch, Pestilence may transform a being into a carrier of horrible disease. An unwilling being gets a Will save (DC 36) to resist. The being gains immunity to disease and poison. However, this comes with a price. Creatures that com within 10 feet of the being must make a Fortitude save every minute or be afflicted with a random disease. A miracle cast by a spellcaster that can beat Pestilence at an opposed caster level check (33rd level) removes the curse, however this requires touching the victim, which may afflict the spellcaster as well. miracle always requires an experience point cost when used to counteract the effects of the Hand of Pestilence.

Spell-like Abilities: Always active- deathwatch, see invisibility;

at will- Addiction** (DC 22), blasphemy (DC 27), Circle of Nausea** (DC 23), Contagion (DC 24), creeping doom, giant vermingreater dispel magicgreater teleport, Insect Plague, plague of rats*, Pox** (DC 26), seething eyebane** (DC 21) , Shriveling** (DC 23), summon swarm, Suspend Disease**, unholy aura (DC 28), unholy blight (DC 24);

8/day – otyugh swarm*, Rotting Curse of Urfestra** (DC 23), spider plague*.

Caster level 26th

*Spell Compendium
**Book of Vile Darkness

Summon vermin (Sp): Once per day, Pestilence can summon a ruin swarm, thoracid or vermiurge. Once per week, he can summon a devastation beetle.

Cosmic Entity: Pestilence is only entitled to defensive rank checks. Pestilence has a +4 bonus on rank checks. Any other Rider within 1 mile of Pestilence grants him an additional +4 to his rank checks. This is cumulative.

Regeneration (Ex): Good aligned mithril weapons and spells with the Healing descriptor inflict normal damage on Pestilence.

Rider of the White Horse (Ex): While within one mile of another Rider of the Apocalypse, Pestilence gains a +4 morale bonus to the DCs of his special attacks and spell-like abilities. This bonus is cumulative, so he would gain a +12 morale bonus should all 4 riders be within one mile of each other.

Possessions:

Pestilence wields the Ivory Bow, which functions as a +4 mighty composite shortbow of distant shot. All arrows fired from the bow deal vile damage. In addition, when an arrow strikes a target, it erupts into a hellwasp swarm that immediately takes its turn.

Four Horsemen – Death

D&D 5E Epic Monsters: Four Horsemen – Death

4 horsemen death dnd5e banner

D&D 5E – Epic Monsters: Four Horsemen – Death | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

When the Lamb broke the fourth seal, I heard the voice of the fourth living creature saying, “Come.” I looked, and behold, an ashen horse; and he who sat on it had the name Death; and Hades was following with him. Authority was given to them over a fourth of the earth, to kill with sword and with famine and with predatorilence and by the wild beasts of the earth.

—Revelation 6:7–8

Whatever victors might emerge from the mayhem of the apocalypse are laid low by the last herald. Death does not deign to engage in the deceits and subterfuge employed by the other harbingers—instead it shuffles off mortal coils without compunction, whether by its own hand or through its similarly undead servants.

Design Notes: The other harbingers (Strife, War, Famine) dip their toes into the magic pool but Death is fully submerged and has the full spellcaster treatment. With its vampire or mummy lord lackeys and permanent hit point reductions it presents a very dangerous encounter that should put a scare into even the most experienced adventurers. GMs shouldn’t hesitate to play up the spellcasting aspect of Death—have it pop into and out of the Ethereal Plane on its nightmare mount, diminish the party’s hit points with spells and undead minions in preparation for a devastating power word kill, and let this final harbinger of the Last Judgment really have its maximum impact.

Four Horsemen -Death

Medium undead, neutral evil
Armor Class 19 (natural armor)
Hit Points 225 (30d8+90)
Speed 30 ft., fly 40 ft. (hover), mounted 60 ft. (fly 90 ft.)

STRDEXCONINTWISCHA
20 (+5)​16 (+3)​16 (+3)​17 (+3)​15 (+2)​25 (+7)​

Saving Throws Con +10, Int +10, Wis +9
Skills Arcana +17, History +17, Insight +9, Perception +9, Religion +17
Damage Resistances cold, psychic; bludgeoning, piercing, and slashing
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 19
Languages all
Challenge 23 (50,000 XP)

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

Magic Resistance. Death has advantage on saving throws made against spells and other magical effects.

Nightmares. Death can use a bonus action to summon a nightmare that is under its control.

Spellcasting. Death is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Death has the following spells prepared:

  • Cantrips (at will): chill touch, eldritch blast, mage handprestidigitation
  • 1st level (4 slots): detect magicfalse life, inflict woundsshieldthunderwave
  • 2nd level (3 slots): detect thoughtsinvisibilitymirror image, ray of enfeeblement
  • 3rd level (3 slots): animate deadbestow curse, counterspelldispel magic
  • 4th level (3 slots): blightconfusion, dimension door
  • 5th level (3 slots): cone of coldscrying
  • 6th level (2 slot): circle of deathharm
  • 7th level (2 slot): finger of death, plane shift
  • 8th level (1 slot): feeblemind
  • 9th level (1 slot): power word kill

Turn Resistance. Death has advantage on saving throws against any effect that turns undead.

Undead Fortitude. If damage reduces Death to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken. On a success, Death drops to 1 hit point instead.

ACTIONS
Multiattack. Death uses its Frightful Presence and attacks twice with Reap.

Reap. Melee Spell Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6+8) magical slashing damage plus 28 (8d6) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Animate Servants (Recharge 6). Death conjures 1d4 vampires or a mummy lord each in an unoccupied square within 30 feet.

Frightful Presence. Each creature of Death’s choice that is within 60 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Death’s Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS
Death 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. Death regains spent legendary actions at the start of its turn.

Cast Spell (Costs 1 to 3 Actions). Death casts a spell of up to 6th level. Every 2 spell levels cost 1 legendary action (cantrips cost 1 legendary action).

Reaper (Costs 2 Actions). Death makes one reap attack.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Death must make a DC 22 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. On a failure by 5 or more, a creature’s hit point maximum is reduced by an amount equal to the necrotic taken. The creature dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Four Horsemen – Death

Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
On this Thread

Four Horsemen – Death
Medium outsider (Cosmic, Daemon, Evil)
Hit Dice40d8 + 680 (1,000 hp)
Initiative+19
Speed45 ft.; Fly 20 ft. (perfect)
Armor Class64 (+14 deflection, +11 Dexterity, +14 insight, +15 natural), touch 49, flat-footed 39
Base Attack/Grapple+40/+52
AttackTouch +43 melee touch (10d6 + 14 plus energy drain and Hand of Death)
Full Attack2 touches +43 melee touch (10d6 + 14 plus energy drain and Hand of Death)
Space/Reach5 ft. /5 ft.
Special AttacksEnergy drain, frightful presence, hand of death, spell-like abilities
Special QualitiesDamage reduction 30/epic, good and mithril, Darkvision, immunity to acid and poison, inexorable, lifesight, regeneration 20, resistance to cold 30, electricity 30 and fire 30, Rider of the Pale Horse, Spell Resistance 47, telepathy 1000 ft., vile strike
SavesFort +39, Ref +33, Will +36
AbilitiesStrength 36, Dexterity 33, Constitution 45, Intelligence 38, Wisdom 38, Charisma 38
SkillsAppraise +58, Balance +54, Concentration +60, Decipher Script +58, Escape Artist +54, Gather Information +58, Intimidate +58, Jump +57, Knowledge (Arcana) +58, Knowledge (history) +58, Knowledge (nature) +58, Knowledge (the planes) +58, Knowledge (religion) +58, Listen +58, Move Silently +54, Profession (executioner) +58, Ride (Dexterity)+64, Search +58, Sense Motive +58, Spellcraft +58, Spot +58, Use Magic Device +58
FeatsAbility Focus (hand of death), Combat ReflexesImproved Initiative, Mounted Combat, Quicken Spell-Like Ability (x3), Ride-By Attack, Trample
Epic FeatsEpic Ability Focus (hand of death), Epic Skill Focus (Ride), Polyglot, Spell-like Opportunity, Superior Initiative
Climate/TerrainAn evil-aligned plane
OrganizationSolitary (unique)
Challenge Rating37
TreasureTriple Standard
AlignmentNeutral Evil
This work is linked to Revelation 6:8 "The Lamb of God opens the seven seals of a book "written within and on the backside". After the opening of the fourth seal, Death rides into the world. He is the fourth knight of the apocalypse. Hell follows him."
This work is linked to Revelation 6:8
“The Lamb of God opens the seven seals of a book
“written within and on the backside”.
After the opening of the fourth seal,
Death rides into the world.
He is the fourth knight of the apocalypse.
Hell follows him.”

Energy Drain: Death’s touch attack inflicts 4 negative levels on the target. A Fortitude save DC 44 is required to remove them after 24 hours.

Frightful Presence (Su): Those within 1000 feet of Death must make a Will save (DC 44) or fall victim to a mind-numbing fear. Those who fail their save are panicked. Those who fail their save by 5 or more are paralyzed for 1d6 minutes. Those who fail their saves by 10 or more take 1d6 points of damage to all of their ability scores. Those who fail their saves by 20 or more are struck dead. This is a mind-affecting effect.

Hand of Death (Su): With her touch, Death may kill a creature. The creature gains either a DC 50 Will or Fortitude save (Death’s choice) to negate the effect. If the creature has less than 40d4 hit points, it dies anyway.

Spell-like Abilities: Always active- circle of death (DC 32), deathwatch, see invisibility, true sight;

at will- blasphemy (DC 31), gentle repose, ghostform, greater dispel magicgreater teleport, passwallphantasmal killer (DC 29), spiritwall*, Stop Heart** (DC 33), speak with dead, Undeath to Death (DC 32), unholy aura (DC 32), unholy blight (DC 28);

8/day – wail of the banshee (DC 36), weird (DC 31), destruction (DC 34), mage’s disjunction (DC 33), energy drainfinger of death (DC 34), momento mori (DC 47), power word killsymbol of death (DC 35).

Caster level 35th

Cosmic Entity: Death is only entitled to defensive rank checks. Death has a +4 bonus on rank checks. Any other Rider within 1 mile of Death grants her an additional +4 to his rank checks. This is cumulative.

Inexorable: Death’s touch pierces through protections against death effects and negative energy. Any time a creature protected by deathward, mind blank, or similar magic is targeted by one of Death’s abilities, Death makes an immediate opposed caster level check against the effect. If she succeeds, the protection is dispelled and her attack affects the victim as normal. If she fails, the protection holds.

Natural immunity, such as someone with the Feat Enduring Life or an undead, can also be ignored. In these cases, the victim uses its hit die total for the opposed caster level check.

Lifesight: Living creatures give off a bright light to Death’s senses. undead creatures give off a dull glow. Animated creatures, such as constructs do not create any special signature for Death, although she can see them normally.

Regeneration (Ex): Epic good aligned mithril weapons inflict normal damage on Death. Positive energy also inflicts normal damage on Death.

Rider of the Pale Horse (Ex): While within one mile of another Rider of the Apocalypse, Death gains a +4 morale bonus to the DCs of her special attacks and spell-like abilities.

This bonus is cumulative, so she would gain a +12 morale bonus should all 4 riders be within one mile of each other.

Vile Strike (Ex): All damage dealt by Death’s natural weapons is considered vile.

Possessions:

None

Apocalypse Steed

By Julius Schnorr von Carolsfeld - Die Bibel in Bildern, Public Domain, https://commons.wikimedia.org/w/index.php?curid=5490922
By Julius Schnorr von Carolsfeld – Die Bibel in Bildern, Public Domain, https://commons.wikimedia.org/w/index.php?curid=5490922

Kain’s 5e Monstrous Manual – Page 44 – Dicefreaks (tapatalk.com)

Apocalypse Steed
Large fiend, neutral evil
________________________________________________________________________________
Armor Class 19 (natural)
Hit Points 435 (30d10 + 270)
Speed 90 ft.; fly 90 ft.
________________________________________________________________________________
STR 24 (+7) DEX 20 (+5) CON 28 (+9) INT 13 (+1) WIS 19 (+4) CHA 21 (+5)
________________________________________________________________________________
Saves Dex +11, Con +15, Wis +10
Damage Immunities acid, necrotic, poison, bludgeoning, piercing and slashing from non-magical weapons
Condition Immunities diseased, exhaustion, poisoned
Senses passive Perception 14
Languages Abyssal, Infernal, telepathy 120 ft.
Challenge 20 (25,000 XP)
________________________________________________________________________________

Trampling Charge: If the steed moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 21 Strength saving throw or be knocked Prone. If the target is Prone, the horse can make another hooves attack against it as a bonus action.

Undying If the steed is within 300 feet of its daemon master, it does not die upon reaching 0 hit points, but instead is reduced to taking either its move or its action in a round, not both.

Unholy Aura The steed has advantage on all saving throws, and all attack rolls against it suffer disadvantage. If a good aligned creature strikes the steed, it must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion. This effect can be dispelled or countered as an 8th level spell, but the steed can reactivate it as a bonus action on its turn.

ACTIONS
________________________________________________________________________________

Multiattack. The steed makes two attacks, one with its bite and one with its hooves.

Bite Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Hooves: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Apocalypse Breath (Recharge 5-6): The steed exhales corrupted evil souls in a 60-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 90 (20d8) necrotic damage on a failed save, or half as much damage on a successful one. Living creatures must also make a DC 23 Constitution saving throw or gain a level of exhaustion.

Planar Stride: The steed and up to three willing creatures within 5 feet of it magically enter the Astral Plane from the Material Plane or an Outer Plane, or vice versa.

Scroll to Top