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  1. SRDs/
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  4. Baba Yaga's Horsemen, Bright Day/

Baba Yaga's Horsemen, Bright Day

Baba Yaga's Horsemen, Bright Day

Medium fey, lawful neutral
  • Armor Class 20 (plate and shield)
  • Hit Points 171 (18d8+90)
  • Speed 30 ft.
  • STR
    22 (+6)
  • DEX
    11 (+0)
  • CON
    21 (+5)
  • INT
    16 (+3)
  • WIS
    18 (+4)
  • CHA
    18 (+4)
  • Saving Throws Dex +4, Wis +8
  • Skills Arcana +7, Athletics +10, History +7, Perception +8
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons, cold and fire
  • Damage Immunities lightning, poison
  • Condition Immunities exhaustion, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Celestial, Common, Infernal; telepathy 100 ft.
  • Challenge 11 (7,200 XP)
  • 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.

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.

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