Horseman of Conquest (5e Creature)
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Horseman of Conquest[edit]
Medium fiend (daemon), neutral evil Armor Class 20 (natural armor)
Skills Deception +15, Perception +12, Persuasion +15 Conquest Aura. While the horseman is not incapacitated, if a creature within 30 feet of the horseman is frightened by it, that creature's speed is reduced to 0 while it remains frightened, and it can't benefit from any bonus to its speed. Additionally, when that creature starts its turn within the horseman's aura, it takes 10 (3d6) psychic damage. Innate Spellcasting. The horseman's innate spellcasting ability is Charisma (save DC 23, +15 to hit with spell attacks). The horseman can cast the following spells, requiring no material components: At will: alter self, charm person, crusader's mantle, darkness, dispel magic, tongues (self only) Legendary Resistance. If the horseman fails a saving throw, it can choose to succeed instead. Magic Resistance. The horseman has advantage on saving throws against spells and other magical effects. Magic Weapons. The horseman's weapon attacks are magical. Mounted Combatant. The horseman rides upon the horse of conquest. While the horseman is mounted and not incapacitated, it has advantage on melee attack rolls against creatures smaller than its mount, it can force an attack targeted at its mount to target it instead, and when its mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Scornful Rebuke. When a creature hits the horseman with an attack, that creature takes 10 (3d6) psychic damage. ACTIONSMultiattack. The horseman can use its Frightful Presence. It then makes three attacks with its longbow. Longbow. Ranged Weapon Attack: +15 to hit, range 150/600 ft., one target. Hit: 17 (2d8 + 8) piercing damage, and one of the following effects occurs at random. Each effect can occur only once per turn; reroll duplicates. The horseman knows which effect its attack will have before it makes the attack.
Frightful Presence. Each creature of the horseman's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the horseman's Frightful Presence for the next 24 hours. Incite Fanaticism. The horseman chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened.
LEGENDARY ACTIONSThe horseman 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. The horseman regains spent legendary actions at the start of its turn. Mounted Movement. The horseman's mount moves up to its speed. |
The horseman of conquest is a fearsome opponent, wearing a golden crown and wielding a longbow. The arrows of this bow cackle maniacally as they travel through the air and are imbued with a malign sort of intellect that drives them to maim the living however they can. When the horseman of conquest is compelled to travel the world, war is sure to follow. |
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