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Creatures

Plague Bringer

Plague Bringer

“The number of their cavalry was 2 hundred million... The heads of their horses were like lions, and fire and

smoke came from their mouths, and their tails are like

serpents, having heads, and with them they do harm.”

-Revelation 9:16-19

The Cavalry of Darkness. A massive and unstoppable cavalry has been bound, waiting for the day of the Battle of Armageddon. A fiendish horde of creatures known as Plague Bringers have been designed by the forces of evil for one purpose: to bring ruin and destruction to the created world.

Creatures of Foul Intent. While Plague Bringers may appear to be mounted cavalrymen, the humanoid rider is actually little more than a distraction. The true mind and soul of a Plague Bringer is the mount itself: a nightmarish monstrosity that seems to be part horse, part snake, and all malice. These hideous horses create for themselves humanoid constructs that appear to be riding and controlling them, when in fact these “riders” are simply manifestations of the horse’s own willpower and evil intentions. If one of these riders is killed or incapacitated, a Plague Bringer can instantly summon a new “rider” for itself.

“By these three plagues a third of humankind was

killed, by the fire and smoke and sulfur

coming out of their mouths.”

-Revelation 9:16-19

Marauders and Murderers. When the Plague Bringers are released, the time for subtlety is over. No longer are these fiends concerned with manipulation or temptations; they come for one purpose: to lay waste to humankind. The prophets predict that their rampage will sweep across all lands on earth, devastating smaller towns and villages and even threatening the defenses of larger human strongholds. Plague Bringers are merciless and unstoppable, working in units that use vast numbers to their advantage. They may not exercise advanced tactics, but their numbers and ruthlessness are often enough to overcome and defeat even very organized military units.

Plague Bringers in the Bible

The “cavalry” mentioned in Revelation 9 is likely highly symbolic, with riders wearing breastplates of blue, red, and yellow -- colors which correspond to the plagues: smoke, fire, and sulfur. We took some creative liberties with how to portray these colors and abilities, while also trying to stay true to the spirit of the text.

Combat Tips. Plague Bringers tend to attack in groups to overwhelm their targets. To keep encounters from becoming monotonous or boring, try to change up which abilities each Plague Bringer uses, such as by alternating between melee and breath weapon attacks, and never using the same breath weapon twice. You can add even more variety to battles by using the variants listed below. These variants can be swapped in and out without changing the Challenge Rating of the Plague Bringer, or unbalancing an encounter. The features and actions of the variant are added in addition to the features and actions in the standard stat block.

Variant Plague Bringer:

Champion

Features

Reckless: Wielding the Infernal Greatsword makes the champion more vulnerable to attacks. All attack rolls made against the champion have advantage.

Actions

Multiattack: The champion makes two attacks with its Infernal Greatsword.

Infernal Greatsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage plus 7 (2d6) necrotic damage.

Variant Plague Bringer:

Spellcaster

Features

Spellcasting: The Plague Spellcaster is a 7th-level spellcaster. Its spellcasting ability is Charisma (+6 to hit, DC 14), and it has the following spells prepared.

At will: fire bolt, mage hand, poison spray, thaumaturgy

1st level (4 slots): longstrider, magic missile

2nd level (3 slots): darkness*, flame blade*

3rd level (3 slots): call lightning*, fly*

4th level (1 slot): ice storm

*This spell requires concentration

Variant Plague Bringer:

Dark Scion

Features

Psionic Abilities: The Dark Scion has innate telepathic abilities that allow it to mimic the effects of certain spells. These abilities use the same mechanics as the spells they mimic (+6 to hit, DC 14), but do not require material, verbal, or somatic components, and cannot be dispelled by magical means.

At Will: detect thoughts*, fear*, knock, mage hand, walk in shadow*†

*This spell requires concentration †This spell is described in the Adventurer’s Guide to the Bible

Plague Bringer

Large Fiend, Chaotic Evil

Armor Class: 16 (natural armor)

Hit Points: 94 (11d10 + 33)

Speed: 50 ft.

STRDEXCONINTWISCHA
19 (+4)17 (+3)16 (+3)8 (-2)10 (+0)16 (+3)

Saving Throws: Con +6, Cha +1

Damage Immunities: poison

Condition Immunities: exhaustion, frightened, poisoned.

Senses: darkvision 120 ft., passive perception 10

Languages: infernal (telepathy 120)

Challenge: 6 (2,300 XP) Proficiency: +3

Features

Charge: If the Plague Bringer moves at least 20 feet toward a target and then hits it with and Infernal Longsword attack, the target takes an additional 7 (2d6) slashing damage.

Manifested Rider: The rider and its horse are treated as one creature, sharing stats and hit points. If the rider is dismounted against its will, it ceases to exist and a new rider emerges from the horse, taking position in the saddle.

Phase Walk (1/Day): The Plague Bringer can briefly enter the ethereal plane, as though by the etherealness spell. This allows it to move in any direction (including up and down) and through solid surfaces such as walls. Once used, this feature lasts for one turn (rather than 1 hour), and cannot be used again until the following day at dawn. If the Plague Bringer ends its phase walk inside of a creature or solid object, it is shunted into the nearest unoccupied space, taking force damage equal to twice the number of feet it is moved.

Actions

Multiattack: The Horseman makes two attacks, one with its Infernal Longsword and one with its tail.

Infernal Longsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage plus 7 (2d6) necrotic damage.

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) piercing damage plus 7 (2d6) poison damage.

Breath Weapon (Recharge 5 - 6): The Plague Bringer uses one of the following breath weapons.

Fire Breath. The Plague Bringer exhales fire in a 60-foot-cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a success.

Smoke Breath. The Plague Bringer exhales a dark plume of smoke in a 60-foot-cone. Each creature in that cone must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature may repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.

Sulfur Breath. The Plague Bringer exhales a cloud of thick yellow vapor that smells strongly of sulfur in a 60-foot-cone. Each creature in that cone must succeed on a DC 15 Constitution saving throw or take 7 (2d6) Acid damage and be poisoned for 1 minute. A poisoned creature may repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.

Azrael's Guide to the Apocalypse, printed pages 219, 220.