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Aura of Domination: The mere presence of the Conquest Horseman exudes an aura of dominance and subjugation. All creatures within 30 feet of the Conquest Horseman have disadvantage on saving throws against being charmed. Additionally, hostile creatures that start their turn within this aura must make a DC 18 Wisdom saving throw or be compelled to submit to the Conquest Horseman's will. On a failed save, the creature becomes dominated by the Conquest Horseman for 1 minute or until it takes damage. The Conquest Horseman can have a maximum of three creatures dominated at a time.
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Dominate Person (At Will): The Conquest Horseman can cast the spell Dominate Person at will, using its Charisma as the spellcasting ability modifier. This ability allows the Conquest Horseman to control the actions and thoughts of a humanoid target, forcing them to obey its commands. The Conquest Horseman can maintain concentration on this spell even while engaging in combat.
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SPELLCASTING
The Conquest Horseman is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Conquest Horseman has the following spells prepared:
Cantrips (at will): Friends, Mage Hand
1st level (4 slots): Command, Shield of Faith
2nd level (3 slots): Hold Person, Mind Spike
3rd level (3 slots): Fear, Haste
4th level (3 slots): Dominate Beast, Stoneskin
5th level (2 slots): Dominate Person, Hold Monster
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Multiattack: The Conquest Horseman makes two weapon attacks or casts a spell and makes one weapon attack.
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Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 4d10+9 slashing damage. On a critical hit, the target takes additional 4d10 slashing damage.
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Psychic Domination: The Conquest Horseman targets one creature it can see within 60 feet. The target must make a DC 18 Wisdom saving throw. On a failed save, the target takes 5d8 psychic damage and becomes dominated by the Conquest Horseman for 1 minute or until it takes damage. While dominated, the target is under the Conquest Horseman's control and must obey its commands.
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Spellcasting: The Conquest Horseman can cast spells from its prepared list. It has a pool of spell slots that it can use to cast these spells, expending the appropriate slot level for each spell. Refer to the spellcasting template for the available spells and the number of slots for each level.
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Love Charm: The Conquest Horseman targets one humanoid creature it can see within 30 feet. The target must make a DC 18 Wisdom saving throw. On a failed save, the target becomes charmed by the Conquest Horseman for 1 minute. While charmed, the target regards the Conquest Horseman as a trusted and beloved ally, and it will willingly comply with the Conquest Horseman's requests and commands. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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Hypnotized Gaze: The Conquest Horseman locks eyes with one creature it can see within 60 feet. The target must make a DC 18 Wisdom saving throw. On a failed save, the target is incapacitated and mesmerized by the Conquest Horseman's gaze for 1 minute. While mesmerized, the target is unable to take any actions or move, and it is completely focused on the Conquest Horseman. The mesmerized target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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Best Friend's Protection: When a creature within 10 feet of the Conquest Horseman is targeted by an attack, the Conquest Horseman can use its reaction to intercede on behalf of its best friend. The Conquest Horseman becomes the target of the attack instead, provided that it is a valid target for the attack. The attack is resolved against the Conquest Horseman's Armor Class. If the attack hits, the Conquest Horseman suffers the effects of the attack instead of its best friend.
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Domination's Grasp: The Conquest Horseman can use its bonus action to extend its dominion over a dominated creature. The Conquest Horseman designates a creature it has dominated, granting it temporary hit points equal to its Charisma modifier (minimum of 10). Additionally, the dominated creature gains advantage on saving throws against being charmed or frightened until the start of the Conquest Horseman's next turn.
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Commanding Presence: As a bonus action, the Conquest Horseman can project an overwhelming aura of authority and dominance. All creatures of its choice within 30 feet must make a DC 18 Wisdom saving throw. On a failed save, they are frightened for 1 minute and their speed is reduced to 0 until the start of their next turn. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
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Shield of Loyalty: When a friendly creature within 30 feet of the Conquest Horseman is targeted by a spell or magical effect that requires a saving throw, the Conquest Horseman can use its reaction to project a shield of loyalty. The targeted creature gains advantage on the saving throw and resistance to the damage inflicted by the spell or magical effect.
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Unyielding Devotion: When a creature within 10 feet of the Conquest Horseman that it considers an ally is reduced to 0 hit points, the Conquest Horseman can use its reaction to bolster their spirits. The fallen ally immediately regains hit points equal to its hit point maximum. Additionally, the ally gains advantage on death saving throws for the next minute.
The Conquest Horseman can take 3 legendary actions, choosing from the following options. It regains spent legendary actions at the start of its turn.
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True Love's Command: The Conquest Horseman targets a creature within 60 feet that it has charmed with its Love Charm ability. As a legendary action, it can issue a command to the charmed creature. The target must make a DC 18 Wisdom saving throw. On a failed save, the target is compelled to follow the command to the best of its ability, even if it contradicts its own interests or nature. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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Pact of Dominance: The Conquest Horseman targets a creature within 60 feet that it can see. As a legendary action, it can establish a pact of dominance with the target. The target must make a DC 18 Charisma saving throw. On a failed save, the creature becomes dominated by the Conquest Horseman for 1 minute. While dominated, the target is under the Conquest Horseman's complete control and must obey its commands. The dominated creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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Shield of Subjugation: The Conquest Horseman uses its legendary action to protect a creature it considers its best friend within 30 feet. The best friend gains temporary hit points equal to the Conquest Horseman's Charisma modifier (minimum of 10). Additionally, until the start of the Conquest Horseman's next turn, the best friend has advantage on all saving throws and resistance to damage from spells and magical effects.
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Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Conquest Horseman is a figure of imposing stature and commanding presence, radiating an aura of dominance and control. Clad in dark, ornate armor adorned with symbols of conquest and authority, it sits atop its skeletal warhorse, an embodiment of relentless power. Its piercing gaze and unwavering posture reflect its unwavering determination to subjugate and dominate.
Driven by an insatiable thirst for power, the Conquest Horseman possesses an innate ability to charm and manipulate the minds of those around it. Its hypnotic gaze and persuasive words can bend even the strongest-willed creatures to its will, turning them into loyal subjects who willingly carry out its every command. It takes pleasure in using its abilities to charm and control, savoring the sense of authority and absolute obedience it evokes.
While the Conquest Horseman excels at mind control, it is not limited to subtle manipulation alone. It possesses formidable combat skills, wielding its massive weapon with calculated precision. Each strike is infused with the essence of domination, instilling fear and subjugation in its enemies. Its attacks are swift and merciless, as it seeks to assert its dominion and conquer all who oppose its will.
In the presence of the Conquest Horseman, allies find solace and protection. It is fiercely loyal to those it deems as its best friends, readily interposing itself to shield them from harm. Its unwavering devotion extends beyond the physical realm, empowering fallen allies with renewed vigor and determination, ensuring that they remain steadfast in the face of adversity.
The Conquest Horseman is a force to be reckoned with, its charisma and power capable of bending even the most indomitable spirits to its will. Its thirst for conquest knows no bounds, and it will stop at nothing to establish its reign of control and domination. To face the Conquest Horseman is to confront a being of unwavering authority and power, where resistance and defiance are met with swift and unyielding retribution.
Additionally, the Conquest Horseman shares an unbreakable bond with its three sisters, representing the other Horsemen of the Apocalypse. Together, they form an unstoppable force, each embodying a distinct aspect of destruction and chaos. The Conquest Horseman stands alongside its sisters—War, Famine, and Death—forming a formidable quartet that spreads devastation and despair across the land.
United by a common purpose, the sisters support and empower one another, combining their unique abilities to unleash unparalleled havoc upon their enemies. Their synergy is unparalleled, their movements perfectly coordinated as they bring forth an onslaught that leaves none unscathed.
While individually potent, it is in their collective presence that their true strength lies. The Conquest Horseman fights with unwavering loyalty to protect and aid its sisters, just as they do for it. Their familial bonds are unbreakable, their shared purpose and determination unyielding.
The sisters of the Conquest Horseman inspire fear and awe in equal measure, their combined might shaking the very foundations of reality. To face one of the Horsemen is to face all, for their unity is an unstoppable force that marches relentlessly toward the annihilation of all that stands in their path.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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