Back in the day, White Dwarf magazine was the British answer to the Dragon, and its regular "Fiend Factory" column was a source of many monsters for early D&D games. In fact, the first edition Fiend Folio (1981) was largely a collection of monsters submitted to WD. This 3e conversion is part of an ongoing project to resurrect some interesting WD monsters that, for one reason or another, fell by the wayside.
The Horseman of Orcus template was inspired by a submission of Ian Cooper that appeared in White Dwarf 22 (Dec/Jan 1980/1981) as part of the article "Fiend Factory: The Heavy Brigade," detailing high level monsters. Cooper’s entry was "The Four Horsemen of the Apocalypse," which described four fearsome vassals of Orcus: Lom, Ogaa, and Samazan ("skeletons of supra-normal power") and Ky, a "supra-lich."
We have recast Cooper's concept as a 3e template and made the supra-skeletons various classed corporeal undead. This conversion was designed with the Fiendish Codex I: Hordes of the Abyss in mind, which presents a CR 22 version of Orcus. DMs using a more powerful version of the Demon Prince of Undead may wish to advance the horsemen accordingly; in the original article Ky was described as a 23rd-level magic-user, while Ogaa was a 20th-level fighter.
The Horsemen of Orcus are mighty and much-feared vassals of the Demon Prince of the Undead. Though their ranks are relatively few in number, they are frequently dispatched across the multiverse to do the bidding of their dread lord. Horsemen may act as heralds, ambassadors, or enforcers for Orcus, in addition to serving as instruments of demonic vengeance.
The following example creatures represent the four most powerful and infamous horsemen known: Lom, Samazan, Ky, and Ogaa. It is said that an appearance by all four at once heralds the imminent end of a world. Each of these horsemen has a special magic item, personally given to them by their lord, Orcus.
Lom is said to have once been a mortal man who shared Prince Orcus’s life and was granted special powers upon his inglorious death.
This dark figure wears mouldering fine robes over elaborate plate armor; an incredibly ornate helm covers much of his fearsome, skeletal visage. One of his bony hands grasps a bastard sword etched with vile-looking runes.

Lom, Samazan, and Ky illustration by Alan Hunter copyright © 1980. Used without permission.
Male human death knight Horseman of Orcus fallen paladin 4/blackguard 10
CE Medium undead (augmented humanoid, extraplanar)
Monster Manual II 207
Init +0; Senses darkvision 60 ft, see invisibility; Listen +4, Spot +4
Auras despair (10-ft radius), despondency (DC 21), evil, fear (15 ft radius, DC 21)
Languages Abyssal, Common
AC 31, touch 12, flat-footed 31
hp 152 (14 HD); DR 15/bludgeoning and magic
Immune cold, electricity, polymorph, turning; undead traits
SR 24
Fort +17, Ref +10, Will +14
Spd 20 ft; Ride-by Attack
Melee +2 unholy bastard sword two-handed +23/+17/+13 (1d8+11/17–20 plus 2d6 vs. good creatures) or
+2 unholy bastard sword one-handed +23/+17/+13 (1d8+8/17–20 plus 2d6 vs. good creatures) or
touch +20 (constitution damage)
Base Atk +14; Grp +20
Atk Options constitution damage (DC 21, 1d8+4 plus 1 Con), magic strike, sneak attack +3d6, smite good 4/day (+4 atk, +10 dmg); Mounted Combat, Spirited Charge
Special Actions abyssal blast 1/day (DC 21), rebuke undead 6/day (+16, 2d6+4 HD), summon undead 1/day
Spells Prepared (CL 10th)
4th—freedom of movement, summon monster IV (evil creatures only)
3rd—deeper darkness, inflict serious wounds (+20 melee touch, DC 17), protection from energy
2nd—death knell (DC 16), eagle’s splendor, shatter (DC 16)
1st—corrupt weapon, doom (DC 15), magic weapon
Spell-Like Abilities (CL 14th)
At will—detect good
3/day—animate dead, desecrate, plane shift (self and mount only), waves of fatigue
Abilities Str 23, Dex 10, Con 8, Int 14, Wis 18, Cha 18
SQ create spawn, dark blessing, fiendish servant, poison use, summon mount, undead followers, unholy toughness
Feats Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Mounted Combat, Ride-By Attack, Spirited Charge, Weapon Focus (bastard sword) B
Skills Concentration +18, Diplomacy +18, Handle Animal +13, Hide +1, Knowledge (religion) +9, Ride +16
Possessions +5 full plate, +2 unholy bastard sword, ring of protection +2, cloak of resistance +2, belt of giant strength +4, Lom’s helm
Abyssal Blast (Su) Once per day, Lom can unleash a blast of eldritch fire that fills a 20-foot-radius spread anywhere within 960 feet. The blast deals 14d6 points of damage. Half of this damage is fire damage; the rest results from divine power and is therefore not subject to reduction via protection from energy (fire), fire shield (chill shield), or the like. A DC 21 Reflex save reduces the damage by half.
Aura of Despair (Su) Lom radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
Aura of Evil (Ex) Lom has a strong aura of evil (see the detect evil spell).
Constitution Damage (Ex) Lom’s touch attack uses negative energy to deal 1d8+4 to a living target. Each successful touch attack also deals 1 point of Constitution damage. A DC 21 DC Will save reduces the damage by half and negates the Constitution damage.
Create Spawn (Su) Any humanoid slain by Lom’s despondency ability arises immediately as a ghast under the command of Lom and remains enslaved until its death. A new ghast does not possess any of the abilities it had in life.
Despondency (Su) At the mere sight of Lom, the viewer must succeed on a DC 21 Will save. If the save fails, the viewer becomes cowering for 3d4 rounds, during which the viewer also takes 3d8 hit points of damage each round as its flesh begins to decay. Whether or not the save is successful, that creature cannot be affected again by Lom’s despondency ability for 24 hours.
Fear Aura (Su) At the end of each of Lom's turn, creatures with less than 5 HD within 15 feet of Lom must succeed on a DC 21 Will save or be panicked for 14 rounds. A creature that successfully saves cannot be affected again by Lom’s aura for 24 hours.
Magic Strike (Su) If Lom hits with his touch attack, the attack is treated as magic for the purpose of overcoming damage reduction.
Rebuke Undead (Su) Lom can rebuke or command undead as a 14th-level cleric.
Smite Good (Su) Four times a day, Lom may attempt to smite good with one normal melee attack. He adds his Charisma modifier to his attack roll and deals +10 extra points of damage. If Lom accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Summon Mount (Su) Lom’s mount is typically a 7 Hit Dice nightmare. If the mount is lost or killed, he may summon another after a year and a day.
Summon Undead (Sp) Once per day Lom may summon 1d4 greater shadows or 1d2 dread wraiths. This ability is the equivalent of a 7th-level spell (CL 14th).
Turn Immunity (Ex) Lom cannot be turned. He can be banished with holy word, however, just as if he were an evil outsider. (When banished, Lom returns to the Abyssal plane ruled by Orcus.)
Undead Followers Lom attracts lesser undead creatures within a 200-mile radius. He may have up to 28 Hit Dice of such followers at a time. These creatures remain in his service until destroyed. They are in addition to any undead creatures he might be able to command or rebuke as a class ability.
Unholy Toughness (Ex) Lom gains a bonus to his hit points equal to his Charisma modifier x his Hit Dice.
Samazan in life performed many bold deeds to gain power, the most infamous of which was the theft of the legendary Axe of the Golden Minotaur.
This figure is clad in elaborate full plate armor; his withered and hairless flesh is slate grey and clings tightly to his wiry frame. His pinched face is skeletal, with pointed ears, sunken cheekbones, and deep, dark eyesockets that contain burning red coals for eyes. An ornate, open-faced helm sits upon his bald head.
Male human vampire horseman of Orcus fighter 7/rogue 7
CE Medium undead (augmented humanoid, extraplanar)
Init +9; Senses darkvision 60 ft; Listen +17, Spot +22
Aura despondency (DC 21)
Languages Abyssal, Common
AC 31, touch 11, flat-footed 30; uncanny dodge; Dodge, Mobility
hp 152 (14 HD); fast healing 5; DR 10/silver and magic
Immune undead traits
Resist cold 10, electricity 10; turn resistance +4
Fort +7, Ref +14, Will +8; evasion
Spd 20 ft; spider climb
Melee Axe of the Golden Minotaur +22/+17/+12 (1d12+14/19–20 x3) or
slam +18 (1d6+6 plus energy drain)
Base Atk +12; Grp +18
Atk Options blood drain, energy drain, magic strike, sneak attack +4d6; Power Attack, Spring Attack
Special Actions children of the night 1/day, dominate (DC 21), rebuke undead 6/day (+14, 2d6+4 HD), summon undead 1/day
Spell-Like Abilities (CL 14th) 3/day—animate dead, desecrate, plane shift (self and mount only), waves of fatigue
Abilities Str 22, Dex 20, Con –, Int 14, Wis 14, Cha 19
SQ alternate form, create spawn, gaseous form, summon mount, trap sense +2, trapfinding, unholy toughness
Feats Alertness B, Combat Reflexes B, Dodge B, Improved Critical (greataxe) B, Improved Initiative B, Improved Sunder, Iron Will, Lightning Reflexes B, Mobility, Power Attack B, Spring Attack, Stealthy, Weapon Focus (greataxe) B, Weapon Specialization (greataxe) B
Skills Bluff +22, Climb +10, Diplomacy +18, Hide +20, Intimidate +20, Jump +4, Listen +17, Move Silently +25, Ride +14, Search +20, Sense Motive +20, Spot +22
Possessions +5 full plate, Axe of the Golden Minotaur, helm of Samazan, ring of invisibility, boots of elvenkind
Alternate Form (Su) Samazan can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in his alternate form, Samazan loses his natural slam attack and dominate ability, but he gains the natural weapons and extraordinary special attacks of his new form. He can remain in that form until he assumes another or until the next sunrise.
Blood Drain (Ex) Samazan can suck blood from a living victim with his fangs by making a successful grapple check. If he pins the foe, he drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, Samazan gains 5 temporary hit points.
Children of the Night (Su) Samazan commands the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve Samazan for up to 1 hour.
Create Spawn (Su) A humanoid or monstrous humanoid slain by Samazan’s energy drain rises as a vampire spawn 1d4 days after burial. If Samazan instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of Samazan and remains enslaved until its master’s destruction. At any given time Samazan may have enslaved no more than a total of 28 HD worth of spawn.
Any humanoid slain by Samazan’s despondency ability arises immediately as a ghast under Samazan’s command and remains enslaved until its death. The new ghast does not possess any of the abilities it had in life.
Dominate (Su) Samazan can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Samazan must use a standard action, and those merely looking at him are not affected. Anyone Samazan targets must succeed on a DC 21 Will save or fall instantly under Samazan’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Drain (Su) Living creatures hit by Samazan’s slam attack gain two negative levels. For each negative level bestowed, Samazan gains 5 temporary hit points. Samazan can use his energy drain ability once per round.
Fast Healing (Ex) Samazan heals 5 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points in combat, he automatically assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (He can travel up to nine miles in 2 hours.) Any additional damage dealt to Samazan while forced into gaseous form has no effect. Once at rest in its coffin, Samazan is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su) As a standard action, Samazan can assume gaseous form at will as the spell (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Magic Strike (Su) If Samazan hits with his slam attack, the attack is treated as magic for the purpose of overcoming damage reduction.
Spider Climb (Ex) Samazan can climb sheer surfaces as though with a spider climb spell.
Summon Mount (Su) Samazan’s mount is typically a 7 Hit Dice nightmare. If the mount is lost or killed, he may summon another after a year and a day.
The archlich Ky’s dastardly deeds in both life and undeath led him to great esteem in the Abyss. Reportedly his wickedness was so great that he has been rewarded with numerous demonic titles and well as several Abyssal holdings.
This fell figure is clad like a mighty lord in black, flowing robes. He bears upon his skeletal brow an awful crown shaped like a great and leering skull.
Male human lich horseman of Orcus wizard 16
NE Medium undead (augmented humanoid, extraplanar)
Init +6; Senses darkvision 60 ft; Listen +10, Spot +10
Auras despondency (DC 21), fear (60-ft radius, DC 21)
Languages Abyssal, Common, Draconic, Infernal
AC 27, touch 16, flat-footed 25
hp 157 (16 HD); DR 15/bludgeoning and magic
Immune cold, electricity, polymorph, mind-affecting; undead traits
Resist +4 turn resistance
Fort +8, Ref +10, Will +15
Spd 30 ft
Melee touch +8 (negative energy plus paralysis) or
+2 dagger +10 (1d4+2/19–20)
Base Atk +8; Grp +8
Atk Options magic strike, negative energy (DC 21, 1d8+5), paralysis (DC 21)
Special Actions rebuke undead 5/day (+5, 2d6+16 HD), summon undead 1/day, summoning scream 1/week
Combat Gear skull crown
Spells Prepared (CL 16th [18th for spell penetration])
8th—quickened cloudkill (DC 21), horrid wilting (DC 24)
7th—quickened dispel magic, forcecage, spell turning
6th—antimagic field, chain lightning (DC 24), disintegrate (DC 22), maximized fireball (DC 18)
5th—feeblemind (DC 21), interposing hand, quickened magic missile, maximized scorching ray (+10 ranged touch), wall of force
4th—dimension door, greater invisibility, maximized magic missile, scrying, stoneskin
3rd—fireball (DC 21), fly, haste, hold person (2, DC 19)
2nd—alter self, bull’s strength, mirror image (2), resist energy, see invisibility
1st—color spray (DC 17), comprehend languages, hypnotism (DC 17), identify, magic missile, shield
0—arcane mark, detect magic, mage hand, touch of fatigue (+8 melee touch, DC 16)
Spell-Like Abilities (CL 16th) 3/day—animate dead, desecrate, plane shift (self and mount only), waves of fatigue
Abilities Str 10, Dex 14, Con –, Int 23, Wis 14, Cha 17
SQ create spawn, summon mount, unholy toughness
Feats Combat Casting B, Craft Wondrous Item B, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Maximize Spell B, Quicken Spell B, Scribe Scroll B, Skill Focus (ride), Spell Focus (evocation), Spell Penetration
Skills Concentration +22 (+26 casting defensively), Craft Alchemy +16, Decipher Script +16, Hide +10, Knowledge (arcana) +22, Knowledge (religion) +22, Knowledge (the planes) +22, Listen +10, Move Silently +10, Ride +10, Search +14, Sense Motive +10, Spellcraft +27, Spot +10
Possessions combat gear, +2 dagger, bracers of armor +5, ring of protection +4, cloak of resistance +3
Spellbook all spells prepared plus 0—all; 1st—alarm; 3rd—sleet storm; 4th—black tentacles, polymorph; 5th—shadow evocation, telekinesis; 6th—greater dispel magic, globe of invulnerability, stone to flesh; 7th—delayed blast fireball, limited wish, greater scrying, sequester; 8th—irresistible dance, mass charm monster, moment of prescience
Fear Aura (Su) At the end of each of Ky's turns, creatures of less then 5 HD within 60 feet of Ky must succeed on a DC 21 Will save or be panicked for 16 rounds. A creature that successfully saves cannot be affected again by Ky’s aura for 24 hours.
Magic Strike (Su) If Ky hits with his touch attack, the attack is treated as magic for the purpose of overcoming damage reduction.
Negative Energy (Su) Ky’s touch attack uses negative energy to deal 1d8+5 points of damage to living creatures; a DC 21 Will save halves the damage.
Paralyzing Touch (Su) Any living creature Ky hits with his touch attack must succeed on a DC 21 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by Ky seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.
Summon Mount (Su) Ky’s mount is typically an 8 Hit Dice nightmare. If the mount is lost or killed, he may summon another after a year and a day.
Summoning Scream (Sp) Once per week Ky may issue a terrifying scream that summons 1 other horseman of Orcus. This ability is the equivalent of a 9th-level spell (CL 20th).
This once famous retiarius was, on his death, granted this position by Orcus.
This tall and regal skeletal figure wears elaborate full plate and carries a wickedly barbed trident in one hand and a net in the other. An ornate helm sits upon the denuded bone of his skull.

Ogaa illustration by Alan Hunter copyright © 1980. Used without permission.
Male human skeleton warrior horseman of Orcus fighter 14
CE Medium undead (augmented humanoid, extraplanar)
Tome of Horrors 393
Init +3; Senses darkvision 60 ft, find target; Listen +1, Spot +7
Auras despondency (DC 20), fear (30-ft radius, DC 20)
Languages Abyssal, Common, Orc
AC 29, touch 11, flat-footed 28
hp 138 (14 HD); DR 10/bludgeoning and magic
Immune turning, undead traits
SR 29
Fort +11, Ref +9, Will +7
Spd 20 ft; Ride-By Attack
Melee +4 trident +24/+19/+14 (1d8+12/19–20)
Ranged +2 seeking net of distance +21 touch (entangle) or
+4 trident +23 (1d8+12/19–20)
Base Atk +14; Grp +18
Atk Options Combat Expertise, Improved Trip, Mounted Combat, Trample
Special Actions expert retiarius, rebuke undead 5/day (+3, 2d6+14 HD), summon undead 1/day
Spell-Like Abilities (CL 14th) 3/day—animate dead, desecrate, plane shift (self and mount only), waves of fatigue
Abilities Str 18, Dex 17, Con 8, Int 16, Wis 12, Cha 16
SQ create spawn, summon mount, unholy toughness
Feats Combat Expertise, Exotic Weapon Proficiency (net) B, Greater Weapon Focus (net), Greater Weapon Focus (trident), Greater Weapon Specialization (trident) B, Improved Critical (trident) B, Improved Trip B, Mounted Combat B, Ride-By Attack B, Trample B, Two-Weapon Fighting B, Weapon Focus (net), Weapon Focus (trident), Track B, Weapon Specialization (trident) B
Skills Handle Animal +20, Jump +10, Intimidate +28, Ride +22, Sense Motive +7, Spot +7
Possessions +5 full plate, +4 trident, +2 seeking net of distance, cloak of resistance +2, Ogaa’s helm
Expert Retiarius (Ex) Ogaa is a master of the net and trident fighting style. As a full-round action, Ogaa can make a combined attack with his net and trident. First, he throws his net; if he hits and successfully controls his foe by winning the opposed Strength check, he may immediately take a 5-foot step toward his opponent and make a full attack with his trident.
Fear Aura (Su) At the end of each of Ogaa's turn, creatures with less than 5 HD within 30 feet of Ogaa must succeed on a DC 20 Will save or be panicked for 14 rounds. A creature that successfully saves cannot be affected again by Ogaa’s aura for 24 hours.
Find Target (Sp) Ogaa can track and find the possessor of his circlet unerringly, as though guided by discern location. Using this ability, he can also find the last person to possess his circlet.
Summon Mount (Su) Ogaa’s mount is typically a 7 Hit Dice nightmare. If the mount is lost or killed, he may summon another after a year and a day.
Turning Immunity (Ex) Ogaa cannot be turned or controlled by clerics of any level or alignment.
"Horseman of Orcus" is an acquired template that can be added to any evil, corporeal undead creature with an Intelligence score of at least 6 and at least 13 Hit Dice (referred to hereafter as the base creature).
A Horseman of Orcus uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +1.
Alignment: Always evil.
Size and Type: The creature gains the extraplanar subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Languages: The creature gains the ability to speak Abyssal if it did not already know how.
Armor Class: The base creature’s natural armor bonus improves by +1.
Special Actions: A Horseman of Orcus retains all the special actions of the base creature and gains those described below.
Rebuke Undead (Su) A Horseman of Orcus can rebuke or command undead as a cleric of the same level as the horseman’s HD.
Summon Undead (Sp) Once per day a horseman may summon 1d4 greater shadows or 1d2 dread wraiths. This ability is the equivalent of a 7th-level spell (caster level equal to the horseman’s HD).
Spell-Like Abilities: A Horseman of Orcus has the following spell-like abilities usable three times per day. Caster level equals the creature’s HD.
Abilities: Adjust from the base creature as follows: Int +2, Cha +2.
Special Qualities: A Horseman of Orcus retains all the attack options of the base creature and gains those described below.
Create Spawn (Su) Any humanoid slain by a Horseman of Orcus’s despondency ability arises immediately as a ghast under the command of the horseman that created them and remain enslaved until its death. A new ghast does not possess any of the abilities it had in life.
Despondency (Su) At the mere sight of a Horseman of Orcus, the viewer must succeed on a Will save (The DC is 10 + ½ horseman’s HD + horseman’s Cha modifier). If the save fails, the viewer becomes cowering for 3d4 rounds, during which the viewer also takes 3d8 hit points of damage each round as their flesh begins to decay. Whether or not the save is successful, that creature cannot be affected again by the same horseman’s despondency ability for 24 hours. The save DC is Charisma-based.
Summon Mount (Su) A Horseman of Orcus can summon a mount, typically a nightmare, though it may be of any other species normally used as a mount. The mount may have no more Hit Dice than half the total HD of the horseman. If the mount is lost or killed, the horseman may summon another after a year and a day.
Unholy Toughness (Ex) A Horseman of Orcus gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.
Environment: A chaotic evil-aligned plane.
Level Adjustment: Same as the base creature +2.