D&D 5E Epic Monsters: Four Horsemen - War

It’s not last call today on Epic Monsters but we are doing the Last Judgment. Grab your sword and board, strap on your armor, and get ready for some ultra violence: it’s time for War!

4 Horsemen WAR dnd5e banner.jpg

When He broke the second seal, I heard the second living creature saying, "Come." And another, a red horse, went out; and to him who sat on it, it was granted to take peace from Earth, and that men would slay one another; and a great sword was given to him.
—Revelation 6:3–4

With the conditions for slaughter set by the first herald (Strife) this horseman rolls in to make sure the mayhem is in full effect. There’s no doubt that the initial harbinger will cause bloodshed but whatever has been spilt before its arrival is a paltry puddle compared to the sanguine ocean unleashed by War. The armies arrayed against one another might see it fight on behalf of all sides—it battles only for whichever outcome will result in the maximum number of lives lost.

Design Notes: Considering the tricksy bent for Strife it seemed like of the remaining Four Horsemen that War should be the most outright powerful so it's strong as all get out, fast, tough, and hits like a truck. On top of that it's well-equipped for handling spellcasters with endless counterspells and several reactions each round plus legendary actions (one of which will probably be soaked up with dragging a fleeing adversary back for a hit likely with some finality about it). Let’s do the numbers! Largely because of its low armor class the DMG cruises in at 21.75 while the much more sober rubric on the Blog of Holding lands at 25.16. We’ll take the average of 23.45 and put War’s CR at 23.

War

Medium monstrosity, neutral evil
Armor Class 17
Hit Points 315 (30d8+180)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
30 (+10)​
24 (+7)​
22 (+6)​
25 (+7)​
23 (+6)​
19 (+4)​
Skills Athletics +24, Intimidation +18, Perception +20, Survival +20
Damage Resistances cold, fire, thunder; bludgeoning, piercing, slashing
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, disease, exhaustion, frightened, poisoned
Senses darkvision 120 ft., truesight 60 ft., passive Perception 30
Languages all
Challenge 23 (50,000 XP)

Ageless. War cannot suffer from frailty of old age, die from old age, or be aged magically.

Innate Spellcasting. War's innate spellcasting ability is Intelligence (spell save DC 22). War can innately cast the following spells, requiring no material components:
At will: counterspell, fly, phantom steed
3/day each: antimagic field, detect thoughts, earthquake, plane shift

Legendary Resistance (3/Day). If War fails a saving throw, it can choose to succeed instead.

Magic Resistance. War has advantage on saving throws made against spells and other magical effects.

Magic Weapons. War’s weapon attacks are magical.

Regeneration. War regains 60 hit points at the start of its turn if it has at least 1 hit point.

Shapechanger. War can use a bonus action to polymorph into a Small, Medium, or Large humanoid it has seen, or back into its true form. Its statistics, other than its size and the ability to breathe water, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Siege Monster. War deals double damage to objects and structures.


ACTIONS
Multiattack. War uses its Frightful Presence and attacks four times.

Blade. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 28 (4d8+10) slashing damage.

Personified Fury. Ranged Weapon Attack: +17 to hit, range 200/800 ft., one target. Hit: 20 (3d6+10) force damage and the target makes a DC 25 Strength saving throw or is knocked prone.

Frightful Presence. Each creature of War’s choice that is within 120 feet of it and aware of it must succeed on a DC 22 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 War’s Frightful Presence for the next 24 hours.


REACTIONS
Fast Reactions. War can take 3 reactions each round, but never more than one reaction against the same creature.


LEGENDARY ACTIONS
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 its turn.
  • Attack. War makes a melee weapon attack.
  • Return Straggler (Costs 2 Actions). War chooses a creature it can see that has moved any distance away from it since the beginning of its last turn. The creature makes a DC 25 Strength saving throw or is pulled 30 feet closer to War. A creature that ends this movement adjacent to War provokes an opportunity attack.
  • Sunder (Costs 3 Actions). War makes a melee weapon attack against a weapon or shield wielded by a creature within its reach. On a hit, the wielding creature makes a DC 25 Strength saving throw or the object is destroyed. A magic weapon or shield grants advantage to the saving throw, and on a successful save is not destroyed but instead transformed into a mundane object for 1 minute.
 
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Mike Myler

Mike Myler


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It can be tricky! The Olympians are tricky too—I keep calling them that here because they have more different distinctions than their names between the Romans and Greeks. We'll get to them eventually though!
They ARE tricky, indeed! If you've ever watched the Overly Sarcastic Productions short clips on the Youtubes, you quickly realise that how powerful they are depends upon which version from when in their real-world history that you decide to settle on. Pan can be a relatively minor nature god........but he was probably older than the rest of the pantheon & once a major figure of worship. The same for Dionysus - his most ancient form was an absolute nightmare, then later he was more about the ups & downs of the party hardy life.
 

Quartz

Hero
I'm seriously impressed. How about adding some beneficial abilities? Like an aura of courage for his lackeys?

Actually, have you considered giving the Horsemen synergistic powers so they are even more powerful together?
 

Mike Myler

Have you been to LevelUp5E.com yet?
I'm seriously impressed. How about adding some beneficial abilities? Like an aura of courage for his lackeys?

Actually, have you considered giving the Horsemen synergistic powers so they are even more powerful together?
For the past year I've been playtesting epic material and I'm convinced that multiple auras is a problem. Just one harbinger? Not a problem. Just your adventurer? Also not a problem. Multiple creatures with multiple auras? You're going to forget stuff. It's just going to happen. So if you do give this an Aura of Courage for lackeys, remove Frightful Presence.

As for synergy I'd say the same thing but I do have a simple solution (for anyone that has EN5ider anyway): there's a 9th level spell in next monday's article (Spells from Hell) calllleeeeddd |checks| raise Hell which, should they all appear, I'd kick off on initiative count 20 once the whole quartet are in attendance.
 

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