Baba Yaga's Horsemen, Bright Day

Medium Fey, lawful neutral. CR 11, AC 20, 171 HP. Traits: Innate Spellcasting, Magic Resistance, Peerless Rider, Quick Draw.

Armor class
20
Hit points
171
Challenge
11
Creature type
Fey
Size
Medium
Alignment
lawful neutral

Stat block

Cha
18
Con
21
Dex
11
Int
16
Str
22
Wis
18
Speed
Walk: 30
Senses
darkvision 60 ft., passive Perception 18
Skills
Arcana: 7; History: 7; Athletics: 10; Perception: 8
Actions
  • Multiattack. The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.
  • Lance. Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.
  • Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
  • Temporal Strike (recharge 5-6). When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.
Languages
Celestial, Common, Infernal; telepathy 100 ft.
Saving throws
Wisdom: 8; Dexterity: 4
Damage immunities
lightning, poison
Special abilities
  • Innate Spellcasting. the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: at will: sacred flame 1/day each: dimension door, fire shield, haste, slow 2/day: daylight 3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)
  • Magic Resistance. The horseman has advantage on saving throws against spells and other magical effects.
  • Peerless Rider. Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.
  • Quick Draw. The horseman can switch between wielding its lance and longsword as a bonus action.
Damage resistances
cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities
exhaustion, paralyzed, poisoned

Source and licence

From Tome of Beasts.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.