Baba Yaga's Horsemen, Black Night
Baba Yaga's Horsemen, Black Night
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
- Damage Immunities cold, lightning, poison
- Condition Immunities exhaustion, paralyzed, poisoned
- Senses passive Perception $1
- Languages Celestial, Common, Infernal; telepathy 100 ft.
- Challenge 11 (7,200 XP)
- Black Night. The horseman can see perfectly in normal and magical darkness
- 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: ray of frost
1/day each: dimension door, fire shield, haste, slow
2/day: darkness
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.