Aura of Conflict. Any creature hostile to War that starts its turn within 60 feet of him must make a DC 23 Wisdom saving throw, unless War is incapacitated. On a failed save, the creature is compelled to attack the nearest creature until it or its target are incapacitated.
Legendary Resistance (3/Day). If War fails a saving throw, he can choose to succeed instead.
Magic Resistance. War has advantage on saving throws against spells and other magical effects.
Magic Weapons. War's weapon attacks are magical.
Multiattack. War makes three attacks with his flaming greatsword.
Flaming Greatsword. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 14 (4d6) fire damage.
Call to Arms (Recharge 5-6). War summons 2d4 spectral warriors to aid him in battle. These spectral warriors appear within 30 feet of War and act immediately on his turn. They use the statistics of a CR 10 creature of your choice.
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 his turn.
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Battle Cry. War lets out a deafening roar. Allies within 60 feet of War gain advantage on attack rolls and saving throws until the end of their next turn.
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Cleave (Costs 2 Actions). War swings his greatsword in a wide arc, striking all enemies within reach. Each target must make a DC 23 Dexterity saving throw or take damage equal to War's greatsword attack.
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Summon Spectral Warrior (Costs 3 Actions). War summons a spectral warrior to aid him in battle. The spectral warrior appears within 30 feet of War and acts immediately on his turn. It uses the statistics of a CR 10 creature of your choice.
Shared Ability: Apocalyptic Convergence:
- Description: When all four Horsemen of the Apocalypse are present on the battlefield, they can channel their combined power to unleash a devastating cataclysmic event.
- Activation: All four Horsemen must use their action on their turn to channel their energy into the convergence.
- Effect: A dark rift tears open in the sky, unleashing torrents of chaotic energy that ravage the battlefield. All creatures within a 300-foot radius of the convergence point must make a DC 25 Dexterity saving throw, taking 100 (20d10) force damage and 100 (20d10) necrotic damage on a failed save, or half as much damage on a successful one. Structures and objects in the area are also affected, taking double damage.
- Duration: The effects of the Apocalyptic Convergence persist for 1 minute, during which time the area is engulfed in darkness and filled with swirling energy that makes movement difficult. Any creature attempting to move within the area must succeed on a DC 20 Strength saving throw or be pushed back 10 feet.
- Recharge: Once the Apocalyptic Convergence has been used, it cannot be used again until all four Horsemen have been defeated and then summoned anew through powerful rituals or divine intervention.
Description
War is a fearsome sight to behold, riding atop a fiery red steed that seems to embody the very essence of conflict. Clad in battle-worn armor and wielding a massive flaming greatsword, he exudes an aura of aggression and bloodlust. His eyes burn with an intense rage, reflecting the chaos and destruction he brings wherever he goes. With each swing of his sword, he cleaves through enemy ranks with deadly precision, leaving nothing but devastation in his wake. War embodies the primal urge for battle and the relentless pursuit of victory at any cost.