You call forth one of the Four Horseman of the Apocalypse. Choose an area that fills a 10-foot cube within range and invoke the name of the Horseman you would like to summon. The Horseman you chose appears in the unoccupied space. For example, the Pale Horseman emerges into the Prime Material Plane through a portal from the Negative Energy Plane. The Horseman disappears when it drops to 0 hit points or when the spell ends.
The Horseman is friendly to you and your companions for the duration. Roll initiative for the Horseman, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Horseman, it defends itself from hostile creatures but otherwise takes no actions.
The GM has the Horseman's statistics. Sample Horsemen can be found below:
* - (Bones from a Cleric or Paladin (material component is not used by the spell's casting))
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