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Horseman Traits (Ex, Sp, or Su)

Source Bestiary 6 pg. 294
A Horseman is a powerful, unique daemon that rules a major portion of Abaddon and personifies Death, Famine, Pestilence, or War. All Horsemen are evil outsiders that are, at a minimum, CR 27. Horsemen have a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here.
  • A Horseman can grant spells to its worshipers as if it were a deity. A Horseman’s domains are Evil and three other domains and four subdomains relevant to its theme and interests. Like a deity, a Horseman has a favored weapon.
  • A Horseman’s natural weapons, as well as any weapons it wields, are treated as epic and evil for the purpose of overcoming damage reduction.
  • Apocalyptic Resurrection (Ex) If a Horseman is killed, its body withers away into rot and corruption, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. A Horseman can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity, an artifact created for this purpose, or another Horseman), a Horseman is slain forever. When this occurs, the CRs of the three remaining Horsemen immediately increase by 1 (typically via gaining a few Hit Dice and perhaps increasing some ability scores by 2 to 4 points), while an entirely new Horseman ascends to the vacant role as a CR 27 demigod with its own unique abilities.
  • Frightful Presence (Su) A Horseman can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
  • Immunity to ability damage, ability drain, acid, charm effects, compulsion effects, death effects, disease, energy drain, petrification, and poison.
  • Regeneration (Ex) Only mythic damage or damage from a creature of equal or greater power (such as an archdevil, a deity, an empyreal lord, a Great Old One, a Horseman, or a qlippoth lord) interrupts a Horseman’s regeneration.
  • Resistance to cold 30, electricity 30, and fire 30.
  • Summon Daemon (Sp) Three times per day as a swift action, a Horseman can summon any daemon or combination of daemons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
  • Telepathy 300 feet.