Magic Weapons. The Black Horseman's weapon attacks are magical.
Turn Immunity. The Black Horseman is immune to effects that turn undead.
Spellcasting. The Black Horseman’s innate spellcasting ability is Wisdom (spell save DC 18, +12 to hit with spell attacks). The Black Horseman can innately cast the following spells, requiring no material components:
3/day each : Infestation, Thorn Whip, Entangle, Bane, Spike Growth
1/day each : Call Lightning, Grasping Vine, Insect Plague, Fire Storm
Multiattack. The Black Horseman makes two attacks, one with its Lance and the other with its Exhausting touch.
Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d12+4) piercing damage.
Exhausting touch. Melee Touch Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) necrotic damage. A creature hit by this attack must make a DC 15 Constitution saving throw or gain one level of exhaustion.
The Black Horseman can take 2 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. The Black Horseman regains spent legendary actions at the start of its turn.
Move. The Black Horseman moves up to its speed without provoking opportunity attacks.
Detect. The Black Horseman makes a Wisdom (Perception) check.
Starvation (Costs 2 Actions). The Black Horseman drains the sustenance out of a creature. One creature within 30 feet must succeed on a DC 15 Constitution saving throw, or take disadvantage on attack rolls, ability checks, and saving throws. This disadvantage ends when the creature takes and action to eat.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/5/2022 5:52:56 PM
|
9
|
1
|
1
|
Coming Soon
|
|
|
12/5/2022 6:45:12 PM
|
25
|
4
|
--
|
Coming Soon
|
Comments