Large Celestial, Lawful Evil
Armor Class 19 (plate)
Hit Points 390 (20d20 + 180)
Speed 90 ft.
STR
26 (+8)
DEX
22 (+6)
CON
28 (+9)
INT
22 (+6)
WIS
24 (+7)
CHA
30 (+10)
Saving Throws STR +14, WIS +13, CHA +16
Skills Athletics +14, History +12, Insight +13, Perception +13
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 23
Languages All, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Divine Weapons. War's weapon attacks are magical. When War hits with any weapon, the weapon deals an extra 6d8 fire damage (included in the attack).

Immortal. War cannot die. If its physical form is slain, another horseman can summon it again after 3 years.

Horseman of the Apocalypse. War is permanently under the effects of a freedom of movement spell. The horseman cannot be dismounted from its warhorse, and its mount is immune to all damage, effects and conditions. If the horseman is reduced to 0 hit points, its mount is reduced to 0 hit points as well.

Maneuvers. War can use the following maneuvers to enhance its attacks. War can only use one maneuver per attack. If a maneuver requires a creature to make a saving throw, the DC is 22.

  • Disarming Attack. War's attack deals 6 (1d12) extra damage, and the target must succeed on a Strength saving throw or drop one item of War's choice that it is holding.
  • Feinting Attack. War uses a bonus action to feint against its target and gain advantage on its next attack roll against it this turn. If that attack hits, it deals 6 (1d12) extra damage.
  • Menacing Attack. War's attack deals 6 (1d12) extra damage, and the target must succeed on a Wisdom saving throw or become frightened until the end of War's next turn.
  • Trip Attack. War's attack deals 6 (1d12) extra damage, and the target must succeed on a Strength saving throw or fall prone.
Actions

Multiattack. War makes two melee attacks.

Halberd. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) slashing damage plus 27 (6d8) fire damage.

Seething Hatred. Ranged Spell Attack: +13 to hit, range 150 ft, one target. Hit: 36 (8d8) fire damage, and the target creature must succeed on a DC 22 Wisdom saving throw or become charmed by War until it attacks one other creature in melee.

Ghost Archers. Ranged Weapon Attack: +13 to hit, range 150/600 ft., six targets. Hit: 10 (1d8 + 6) piercing damage plus 18 (4d8) fire damage.

Horn of Strife (Recharge 6). War blows its battle horn, forcing each non-celestial creature within 300 feet that can hear it to make a DC 21 Wisdom saving throw. Upon failure, the creature is plunged into an illusory realm, which it perceives as the lair of its personal enemy. The creature also perceives its allies as its nemesis and minions. While lost in the illusion, the creature can never perceive War. At the end of each of its turns, a creature can repeat the save, ending the effect on a success.

Reactions

Riposte. When a creature misses War with a melee attack, War can make one melee weapon attack against that creature. On a hit, War's attack deals 6 (1d12) extra damage.

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.

Teleport. War magically teleports, along with its mount and any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Halberd (Costs 2 Actions). War makes a single melee attack, which cannot be a maneuver.

Command (Costs 2 Actions). War targets one creature it can see within 30 feet of it. If the target can hear it, the target must succeed on a DC 15 Wisdom saving throw or be compelled to move up to its speed and attack one creature of War's choice.

Description

The Red Horseman of the Apocalypse represents war and strife between humankind. War knows all humans hold enmity in their hearts and that as long as they live, peace will never be possible. Thus War marches forth on its eternal galloping servant, calling Earth's children to one final conflict to end all conflicts. Upon the mighty bellow of War's horn, warriors of all kingdoms rally to take arms, brother against sister, mother against son. Even the fallen know no peace, for they rise once more as War's fanatic army, waiting for the Horseman's command to loose their arrows upon their former comrades.

Art by Liger Inuzuka.

MiniDeathStar

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