Conquest, The White Horsemen

by Driverx9

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Conquest

The white rider of the beast Glory, they ride out to raze the halls of Mount Celestia, rend angles from their wings and gain mastery over the heavens brought to earth.

Conquest is the white rider of the four hoursemen of the apocalypse, rider of glory and the bearer of the Rod of Constriction. With these tools by their side Conquest attempts to slay the have, for as they put it; "No Masters. No Gods".

Who are these Four Riders? There are many legends about who what those beings are. The elves claim that they where here from the dawn of creation on the outskirts of reality, until they banished them. The dwarves claim that they were held beneath the earth until the seals were broken, requiring the dwarves repair them, resealing them in the tomb. The humans believe that the four were once human adventurers betrayed by the gods. Scorned, they did what they could to become as powerful as possible and are just waiting for a time to attack. Regardless These are powerful beings that have made it their mission to excise the outer planes form reality.

The White Rider. Conquest is the white rider, bearing the Essence Stealer Bow and the Twin Bane Blades. A tactical genius, with myriad stratagems for every situation, any military force with Conquest at its helm is destined for victory.

Often thought of as the first of the four, their roll to play is of unrivaled importance, the erecting of the Rod of Constriction, a powerful magic item that causes every plane of existence to collapse down into the material plane, making the mortal realm a hunting ground of the four riders. Once Conquest has done this deed, they marshal their forces and ride for the halls of Mount Celestia.

Glory, the Silver Beast Glory is the mount of Conquest, an ancient silver dragon that was befriended, raised or made by Conquest. It is unknown why Glory serves Conquest, whether they were slighted by the gods, or were they raised from near birth by Conquest for this mission. Regardless of how they came together, now they are a mighty force against their enemies. Glory wears the Celestine amour, a set of armor of unknown make and origin that has the ability to absorb incoming attacks and restore the wearer. The breath weapons of Glory are two fold, the cold destruction of Frozen Judgement and the fearful reality of their paralyzing breath.

Conquests Lair

Conquest makes their home in the largest fortification they can find. In this they make their war room, house their soldiers and celebrate their victories.

Lair Actions

Conquest and Glory were designed in such a way that lair actions are unnecessary for them to function in a combat encounter. However if you want to use them, here they are.

On initiative count 20 (losing initiative ties), Conquest takes a lair action to cause one of the following magical effects:

  • Conquest targets a small group of enemies in a 10-foot-radius 10 foot tall cylinder centered on a point Conquest can see within 600 feet of it. Conquest makes an Essence Stealer Longbow attack against each creature of their choice in the area.
  • Glory creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
Why does it work like this?

Both Conquest and Glory are built using Matt Colville's Action Orientated Monster design principles. Both have action but also many bonus actions and reactions rather than legendairy actions.

How do these abilities work?

How does Call to Action work? This assumes that Conquest has a hand full of lesser minions in the combat with them, this simply lets Conquest to add another.



Conquest, the White Rider

Large Immortal, True Neutral


  • Armor Class 20 (Heavy Armor)
  • Hit Points 709
  • Speed 50ft., 60ft. fly

STR DEX CON INT WIS CHA
17 (+3) 23 (+6) 20 (+5) 18 (+4) 16 (+3) 18 (+4)

  • Saving Throws Str +13, Dex +16, Con +15, Wis +13
  • Skills Perception +13,
  • Damage Resistances cold, lightning
  • Damage Immunities fire, poison, radiant; bludgeoning, piercing, and slashing from non-magical weapons
  • Condition Immunities blinded, charmed, frightened, paralyzed, poisoned
  • Senses blindsight 120ft., passive Perception 23
  • Languages All
  • Challenge 25 (75,000 XP)

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

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

God Killer. Whenever Conquest hits a creature with any of its attacks, it must make a DC 18 wisdom save. If it passes the saving throw, they stop giving power to the Gods for 1 week. If it fails the saving throw, they stop giving power to the Gods for as long as Conquest is unbound.

Magic weapons. Conquest's weapon attacks are magical.

Hoard breaker. Whenever Conquest hit a creature with an attack each creature adjacent to that creature must make a DC 18 wisdom saving throw or be frightened of Conquest for one minute. A creature can remake the save at the end of each turn.

Awe inspiring. All creatures make a DC 18 Charisma saving throw in order to attack Conquest. On a failed save, the attacking creature cannot attack Conquest this turn. On a success, that creature is immune to this trait for one day. Additionally, any ally of Conquest cannot have disadvantage on attack rolls or be frightened.

Master of the Battlefield. All ground within 1000ft of Conquest is considered difficult terrain for their enemies. All allies to Conquest have an additional 10ft of movement.

Actions

Multiattack. Conquest makes four Essence Stealer Longbow attacks.

Multiattack. Conquest makes three Twin Bane Blade attacks.

Essence Stealer Longbow. Ranged Weapon Attack: +16 to hit, 600ft, one target. Hit 2d8+6 piercing damage plus 3d6 necrotic damage.

Twin Bane Blade. Melee Weapon Attack: +16 to hit, 5ft, one target. Hit 2d6+6 slashing damage and the target must make a DC 18 charisma saving throw or suffer the effects of the Bane spell until the end of Conquests next turn.

Fear me, Impotent fool. All enemies need to make a DC 18 wisdom saving throw or become frightened. While frightened in this way, at the start of the creatures turns it must roll a d8 and do the following based on the roll;

  • 1: They fall prone and waste their entire turn cowering.

  • 2-4: They must spend all their movement moving away immediately. They can take the rest of their turn as normal.

  • 5-7: They can take their turn normally within the frightened condition. At the end of their turn they can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • 8: The frightened condition immediately end and they can take the turn normally.

Bonus Actions

Surge forth. Two allies within 60ft can move up to their speed.

Call to action. Summon an ally of some kind.

Recover. Conquest heals 42 hit points.

Reactions

We will not bend. When an ally of Conquest drops to 0 hit points within 60ft, instead drop to 5.

Your feeble blades are meaningless. Conquest gains +6 to AC until the end of the turn, and if the weapon has a magical +1 to hit and damage or worse, the weapon is destroyed.

Stay away. When a creature moves within 10ft of Conquest fire 2 essence stealer long bow attacks at them then move back 10ft.

Credits

Lead Designer/Producer: u/DriverX9

References: Player's Handbook.

Art, in order of appearance: Daniel Kamarudin, Billy Christian.

The Summoner is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.



Glory, the Silver Beast

Gargantuan Dragon, True Neutral


  • Armor Class 22
  • Hit Points 487
  • Speed 60ft., fly 160ft.,

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 29 (+9) 18 (4) 15 (+2) 23 (+6)

  • Saving Throws saving_throws
  • Skills Arcana +11, History +11, Perception +16
  • Damage Immunities cold, radiant, poison; bludgeoning, piercing, and slashing from non-magical weapons
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses darkvision 120ft, passive perception 26
  • Languages Celestial, Common, Draconic
  • Challenge 23 (32,500 XP)

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

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

Magic weapons. Conquest's weapon attacks are magical.

Actions

Bite. Melee Weapon Attack: +15 to hit, 15ft., one target. Hit 2d10+8 piercing damage plus 2d10 cold damage.

Breath Weapons (Recharges when reduced to half health). Glory uses one of the following breath weapons.

  • Frozen Judgment Glory exhales a blast of icy energy in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 8d8 cold damage and 8d8 radiant damage on a failed save, or half as much damage on a successful one.

  • Paralyzing Breath Glory exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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.

Bonus Actions

Claw. Melee Weapon Attack: +15 to hit, 10ft., one target. Hit 2d6+8 slashing damage and the target is grappled. If they are still grappled, claw attacks automatically hit.

Tail. Melee Weapon Attack: +15 to hit, 20ft., one target. Hit 2d8+8 bludgeoning damage and they must make a DC 24 strength save or be knocked prone and pushed 15ft in a direction of Glory's choice.

Reactions

Celestine amour. When Glory takes any non-physical damage, instead glory takes no damage and regain that many hit points.

Crush. When a creature fails its attempt to break a grapple deal 2d6 + 8

 

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