Horsemen of the Apocalypse (D20 Modern Creature)

The pale horseman is a grotesque creature which appears to be made out of marble the color of putrid green baby vomit. It is the height and general shape of a human, except for its four legs and four arms. One arm wields a long sword made of the same green marble, one carries a fist full of dead grains, one ends in a withered, lifeless hand, and one takes the form of a writhing green snake.

Red HorsemanPale Horseman
Size and Type: Medium ConstructMedium Construct
Hit Dice: 8d8+10 (54 hp)8d8+10 (54 hp)
Mas: ImmuneImmune
Initiative: +0+0
Speed: 30ft30ft
Defense: 10, touch 10, flat-footed 1010, touch 10, flat-footed 10
Base Attack/Grapple: +6/+9+6/+6
Attack: War +9 melee (2d6+4 19/x2 slashing)Sword +6 melee touch (1d8 19/x2 slashing) or
Famine +6 melee touch (1d4 ability damage; see text) or
Plague +6 melee touch (energy drain) or
Beasts (summon swarm; see text)
Full Attack: War +9/+9 melee (2d6+4 19/x2 slashing)Sword +6 melee touch (1d8 19/x2 slashing) or
Famine +6 melee touch (1d4 ability damage; see text) or
Plague +6 melee touch (energy drain) or
Beasts (summon swarm; see text)
Space/Reach: 5ft/5ft5ft/5ft
Special Qualities: Darkvision 60ft, Construct Traits, StatuesqueDarkvision 60ft, Construct Traits, Statuesque
Saves: Fort +2, Ref +2, Will -1Fort +2, Ref +2, Will -1
Abilities: Str 17, Dex 10, Con —, Int —, Wis 5, Cha 10Str 10, Dex 10, Con —, Int —, Wis 5, Cha 17
Skills: NoneNone
Feats: NoneNone
Possessions: NoneNone
Organization:
Challenge Rating: 55
Allegiances: NeutralNeutral
Advancement:
Level Adjustment:
When the Lamb opened the second seal, I heard the second living creature say, "Come!" Then another horse came out, a fiery red one. Its rider was given power to take peace from the earth and to make people kill each other. To him was given a large sword...

When the Lamb opened the fourth seal, I heard the voice of the fourth living creature say, "Come!" I looked, and there before me was a pale horse! Its rider was named Death, and Hades was following close behind him. They were given power over a fourth of the earth to kill by sword, famine and plague, and by the wild beasts of the earth.

—Revelation 6:3-4,7-8

The red horseman has a similar appearance, but it looks to be made of blood red marble. Like the pale horseman, the red horseman has four legs, but unlike the first, only has two arms. In its hands it carries a sword as long as a man is tall.

Special Qualities

Construct Traits (Ex): As a construct, Horsemen of the Apocalypse are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Horsemen of the Apocalypse have no Constitution or Intelligence scores.

Statuesque (Ex): Horsemen of the Apocalypse takes damage as an object. Is has Hardness 5, and takes half damage from electricity and fire (before applying hardness), quarter damage from cold (before applying hardness), and full damage from sonic/concussive damage (ignores hardness).

War (Ex): The Red Horseman's arms end in a large stone sword. The horseman can not drop the sword, nor can he use his hands to carry any other objects. In all other respects, War is treated as a medium greatsword. The Red Horseman can attack twice with War as a full-round action.

Sword (Su): One of the Pale Horseman's arms ends in a stone sword. The horseman can not drop the sword, nor can he use this hand to carry any other objects. The sword attacks as a touch attack. In all other respects, Sword is treated as a medium longsword. Once used, sword can not be used again for 4 rounds.

Famine (Su): The Pale Horseman's second arm ends in a hand clutching a fistful of withered wheat. If the horseman hits with famine, a touch attack, the target takes 1d4 damage to his highest ability score (ties are broken randomly). Famine can not lower an ability score lower than 1. If a target's scores have all been reduced to 1, another hit from famine kills it. Once used, famine can not be used again for 4 rounds

Plague (Su): Another of the Pale Horseman's arms ends in a withered, lifeless hand. If the Pale Horseman hits with plague, a touch attack, the target gains one negative level. If the negative level has not been removed after 24 hours, make a DC 17 fortitude save. On a success, the negative level is removed; on a fail the negative level becomes permanent. Once used, plague can not be used again for 4 rounds.

Beasts (Sp): The last of the Pale Horseman's arms appears as a snake. When the horseman uses his beast attack, the snake lets out a hiss and spews thousands of insects or vermin from its mouth. These swarms coalesce to cover one five-foot square within 30 feat. Any creature within this square takes damage from the swarm on the horseman's turn. The swarm can not move, and dissipates harmlessly the following round. Except for the size, swarms are treated exactly the same as regular swarms of their type, including hit points, distraction, poison, and so on. The type of swarm summoned is determined randomly from the following table:

Table: Random Swarm (d100)
ResultSwarm Summoned
137Spider Swarm (CR 1)
3855Bat Swarm (CR 2)
5674Rat Swarm (CR 2)
7586Locust Swarm (CR 3)
8795Centipede Swarm (CR 4)
96100Hellwasp Swarm (CR 8)

Once used, beasts can not be used gain for 4 rounds.

Combat

Mindless automatons, Horsemen of the Apocalypse attack as instructed. The horsemen can not carry out complicated tasks, and typically attack the nearest creature. Each of the pale horseman's attacks can only be used once every four rounds; effectively, this means the horseman must cycle through all four attacks before returning to the first attack again.


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