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Infernal, Dread Horseman

Hell's skeletal cavalry warriors in charred blackened plate mail

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class18 to 20 (m)
Hit Dice6** to 8**
Number Appearing1 (+ 1 mount)
Attacks1 slam or 1 weapon
Damage1d6 slam, by weapon
Movement40'
Save AsFighter: 6 to 8 (as Hit Dice)
Morale12
XP6 HD: 610; 7 HD: 800; 8 HD: 1,015
Treasure TypeNone

Dread Horsemen are Hell’s cavalry and outriders. These skeletal warriors wear charred blackened plate mail and prefer to run down their foes and dispatch them with a battleaxe +1. Mounted on a skeletal steed (page 237), a zombie horse (page 287), or for the more powerful and influential of them, on a nightmare (page 155).

A dread horseman also has Cleric spell abilities of 3rd to 5th level (based on its hit dice), and takes half damage from non-magical weapons, is immune to sleep, charm, hold magic and fear, and like other infernals can only be damaged by magical weapons. They also have Darkvision out to 60 feet.

If a dread horsemen stands on hallowed ground, it loses its Clerical abilities and suffers a -4 penalty on all checks and saves. It can instantly tell when it enters a hallowed area and will leave immediately.

If reduced to 0 Hit Points, a dread horseman is not destroyed but disappears in a blaze of hellish green flames, banished back to the infernal realm, along with all equipment it carries. Once banished, it cannot come back to the mortal world for an entire year. To truly destroy one it must be restrained, its skull removed and placed in a blessed oaken box, and then burned.

Special Abilities

Cleric spell abilities: Has Cleric spell abilities of 3rd to 5th level (based on its hit dice).
Damage resistance: Takes half damage from non-magical weapons. Can only be damaged by magical weapons.
Immunities: Immune to sleep, charm, hold magic and fear.
Darkvision: Darkvision out to 60 feet.
Hallowed ground weakness: If a dread horsemen stands on hallowed ground, it loses its Clerical abilities and suffers a -4 penalty on all checks and saves. It can instantly tell when it enters a hallowed area and will leave immediately.
Banishment: If reduced to 0 Hit Points, a dread horseman is not destroyed but disappears in a blaze of hellish green flames, banished back to the infernal realm, along with all equipment it carries. Once banished, it cannot come back to the mortal world for an entire year. To truly destroy one it must be restrained, its skull removed and placed in a blessed oaken box, and then burned.