The Horsemen of the Apocalypse in my campaign-verse defend the deep Ethereal, where according to the Appocrypa, something sinister waits End Times. These riders protect the gates and prevent Apocrphal Monsters from escaping. They are feared due to their awesome combat and spell-casting.
Dream Riders
Large Sized Outsider
Hit Dice: 199hp (21d8+105 con)
Initiative: +7 (+3 dex, +4 imp initiative)
Speed: 60 ft (on Steed); Fly 80 ft (perfect)
AC 44 touch 13, flat-footed 41 (+3 Dex, +26 natural, +5 Full Plate)
Base Atk +15 CMB +24 CMD 37
Attack: By Weapon +40 / +30 / +23 (1d10+14) (See Below)
Space/Reach: 10 ft by 10 ft
Special Attacks: Spells and By Weapon or Horn
Special Qualities: Astral Jaunt, Immunities: alignment, charm, elemental, mind, 6th level and lower spells; Dmg Reduction 15/Holy, SR 25; Command Undead as 25th level Cleric
Fort +14, Ref +12, Will +20
Abilities: Str 28, Dex: 17, Con: 21, Int: 14, Wis: 22, Cha: 20
Feats: Blind-Fight, Cleave, Great Fortitude, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Improved Initiative
Skill +23 Acrobatics , +19 Diplomacy, +23 Fly , +25 Intimidate , +20 Knowledge (Magic, Religion) , +26 Perception , +26 Spellcraft , +13 Stealth , +26 Survival, +30 Ride
Environment: Deep Ethereal (Dream Realm or Apocalypse)
Organization: Solitary (Only 4 are known to exist)
Challenge Rating: 20
Treasure: None
Alignment: Radiate Neutral Evil
These foreboding figures are the Protectors of the Dream Realm, both it’s inhabitants and legitimate visitors. They appear as armoured skeletal figures riding 15 HD Cauchemar Nightmare with their unique Dream Horns ready .
They travel the deep ethereal plane in the realm bordering dreams. Whenever a threat appears, they appear to destroy it within minutes. They do not negotiate or warn, they come at full throttle to eliminate the creatures. There are some legends of them meeting travelers and warning them to stay way from the Dreamlands, but this hasn't happened in hundreds of years.
Dream Riders
Large Sized Outsider
Hit Dice: 199hp (21d8+105 con)
Initiative: +7 (+3 dex, +4 imp initiative)
Speed: 60 ft (on Steed); Fly 80 ft (perfect)
AC 44 touch 13, flat-footed 41 (+3 Dex, +26 natural, +5 Full Plate)
Base Atk +15 CMB +24 CMD 37
Attack: By Weapon +40 / +30 / +23 (1d10+14) (See Below)
Space/Reach: 10 ft by 10 ft
Special Attacks: Spells and By Weapon or Horn
Special Qualities: Astral Jaunt, Immunities: alignment, charm, elemental, mind, 6th level and lower spells; Dmg Reduction 15/Holy, SR 25; Command Undead as 25th level Cleric
Fort +14, Ref +12, Will +20
Abilities: Str 28, Dex: 17, Con: 21, Int: 14, Wis: 22, Cha: 20
Feats: Blind-Fight, Cleave, Great Fortitude, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Improved Initiative
Skill +23 Acrobatics , +19 Diplomacy, +23 Fly , +25 Intimidate , +20 Knowledge (Magic, Religion) , +26 Perception , +26 Spellcraft , +13 Stealth , +26 Survival, +30 Ride
Environment: Deep Ethereal (Dream Realm or Apocalypse)
Organization: Solitary (Only 4 are known to exist)
Challenge Rating: 20
Treasure: None
Alignment: Radiate Neutral Evil
These foreboding figures are the Protectors of the Dream Realm, both it’s inhabitants and legitimate visitors. They appear as armoured skeletal figures riding 15 HD Cauchemar Nightmare with their unique Dream Horns ready .
They travel the deep ethereal plane in the realm bordering dreams. Whenever a threat appears, they appear to destroy it within minutes. They do not negotiate or warn, they come at full throttle to eliminate the creatures. There are some legends of them meeting travelers and warning them to stay way from the Dreamlands, but this hasn't happened in hundreds of years.
They radiate a powerful evil, yet they are immune to spells and effects that target evil creatures. Some clerics say they are in fact powerful lawful forces but their weapons and armor radiate evil which they control to better defend their homeland.
Stories tell of individual Horseman being defeated in battle, yet they always reappear. Others believe the victorious will take the place of the defeated Horseman in the Deep Ethereal as any time they are properly called (with an 8th level individual summoning ritual) one will appear to serve a just or holy cause.
Green Horseman
+4 Trident of Puncturing +40 / +30 / +20 (Dmg: 2-20 +14; 1d6 points of con drain)
Horn of Ultimate Fear (DC 26, -8 to saves, no
immunities, Range 1 mile)
Spells of 13th level cleric
/ 11th level Sorcerer
Regenerate 15 hp / rnd
Ultimate Fear causes a -8 penalty to attacks, saves, checks and damage rolls for a period of 24 hours. It cannot be dispelled, and saving from the effect does not prevent new checks each time the Horseman blows their horn.
Black Horseman
+4 Mace of Shattering +40 / +30 / +20 (Dmg 2-16+14) drain
1-4 permanent hit points each strike / inflicts 2d6+14 item damage
each strike to the armor or items of it’s target
Horn of Everlasting Hunger (DC 26, -8 to saves, no
immunities, Range 1 mile)
Spells of 13th level cleric
/ 11th level Sorcerer
Regenerate 15 hp / rnd
Everlasting Hunger is an effect where creatures must consume whatever food they can for a period of 16 hours. It cannot be dispelled, and saving from the effect does not prevent new checks each time the Horseman blows their horn.
White Horseman
+4 Bow of True Striking +40 / +30 / +20 (2-16 +10)
Horn of Rage (DC 26, -6 to magical adjustments, Range 1 mile)
Spells of a 17th level Druid
8 Named Arrows of Slaying (Adjust
arrow’s slaying properties as its knocked)
Regenerate 15 hp / rnd
Unending Rage is a powerful celestial spell that immediately bypasses any magical resistance. Those who fail the saving throw must combat any creature they share an alignment with in preference to any other. The effect lasts for one hour and cannot be stopped with magic less than a Wish Spell. Any actions that a creature takes while under this affect is immune to potentially alignment changing actions.
Unending Rage is a powerful celestial spell that immediately bypasses any magical resistance. Those who fail the saving throw must combat any creature they share an alignment with in preference to any other. The effect lasts for one hour and cannot be stopped with magic less than a Wish Spell. Any actions that a creature takes while under this affect is immune to potentially alignment changing actions.
Red Horseman
+4 Vorpal, Thundering Bastard Sword +40 / +30 / +20 (2-24 +18)
Horn of Unceasing Death (DC 26, -6 to magical adjustments, Range 1 mile)
Spells of a 17th level
Wizards
Regenerate 15 hp / rnd
Unceasing Death is a powerful celestial spell that prevents all creatures in the area from using healing spells or undead affecting magic, even regeneration magic from spells or magic items will not be effective. Natural effects such as a paladin's or monk's healing touch on oneself works but not spells, such as when druids change into creatures with regeneration properties.
Unceasing Death is a powerful celestial spell that prevents all creatures in the area from using healing spells or undead affecting magic, even regeneration magic from spells or magic items will not be effective. Natural effects such as a paladin's or monk's healing touch on oneself works but not spells, such as when druids change into creatures with regeneration properties.
No comments:
Post a Comment