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The Four Horsemen

The four horsemen were created by Ao as vessels of judgement, perdition, and cleansing of the physical realms. He soon found however, that their power were beyond his intent and evil crept into the horsemens' hearts. He banished them to the Plane of Pandemonium where they await their freedom by an unwitting mortal or a vengeful god.

Note to GM's The Four Horsemen are meant to be used together as an end-game Big Bad Evil Guy (BBEG). While they could be used individually, they lose a lot of their power and ability to strike fear in the hearts of mortals if they act alone. Their bonded soul ability requires a party to be high leveled and organized in order to permanently banish the Horsemen back to their chains in Pandemonium.

Waiting to be summoned. The horsemen spend eons in chains in the plane of Pandemonium, contributing to a significant portion of the chaos that consumes that realm. Being immortal and nearly eternal, they wait patiently for their services to be needed.

Among mortals, only the most powerful can summon them, as the ritual requires much time and esoteric knowledge of long buried spells. Ao has taken great care to guard the secrets to summoning these beings, as their release means the probable end to the creation he's worked for. When a mortal does summon the horsemen, they find themselves quickly regretting it as the riders are uncontrollable. Usually, the summoner is the first victim.

More frequently (though still rare) a vengeful god, angry at the unworthiness of mortals or hoping to wipe the worshippers of other gods from existence, will unleash the four horsemen and hope they don't doom themselves in the process. Even most gods cannot control them when they ride together, and in the event Ao must imprison them again, he must find lesser gods to aid in his cause.

Terrifying Monstrosities. The horsemen are unlike any beast known to mankind. Towering over 20 feet tall, the horse and rider are actually a single entity.

Radiating auras of extreme power, armies fall just attempting to reach a horseman, and the wise tactician will know to defeat them from as far away as possible.

Should the strongest of adventurers reach the horseman, their gargantuan epic weapons will present the hardest fight they've ever encountered. For an army to defeat these monstrosities, they must be numerous, uniquely capable, and eminently cunning.

White horse of Pestilence

The White Horse of Pestilence is the father of disease and poison. Wielding his a giant, three-pronged, glowing green whip into battle he casts an aura which exhausts his enemies before they can even reach them. A master spellcaster, he wields disease, poison, and necromantic damage to its maximum effectiveness.

Red Horse of War

The Red Horse of War specializes in turning men's hearts against each other. Wielding his giant flaming greatsword in a single hand, he sweeps it across the battlefield wiping out his enemies. Only the strongest of mortals can even reach the Red Horseman, for even being near him produces a deep urge to fight by his side.

Black Horse of Famine

The Black Horse of Famine specializes in destroying any means of survival mortals have to sustain themselves. He accomplishes this mostly through his masterful wielding of cold magic. Destroying access to water and food, freezing mortals into slumber, should an army even reach this horseman, they will have to deal with his freezing lance and exploding flail, which he dual-wields masterfully.

Pale Horse of Death

Arguably the most feared of the four, the Pale Horse of Death can kill by merely uttering a word. Wielding an iconic scythe, an aura of death surrounds him which guarantees his effectiveness. To reach him, the brave defender of mankind will have to fight through hordes of undead and impending exhaustion.