Kassoon

Baba Yaga’s Horsemen

Medium fey, lawful neutral
Armor Class 20 (plate and shield)
Hit Points 171 (18d8+90)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 Dex [+4], Wis [+8]
Skills Arcana +7, Athletics +10, History +7, Perception +8 Arcana [+7], Athletics [+10], History [+7], Perception [+8]
Damage Vulnerabilities
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities lightning, poison
Condition Immunities exhaustion, paralyzed, poisoned exhaustion, paralyzed, poisoned
Senses passive Perception 18passive Perception 18
Languages Celestial, Common, Infernal; telepathy 100 ft.
Challenge 11 (7,200 XP)

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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:
1/day each: dimension door, fire shield, haste, slow
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.

Each horseman has unique senses, defenses, and special abilities. Add the appropriate traits to the base horseman traits for each of the horsemen as follows.
Bright Day. The horseman gains darkvision 60 ft., resistance to cold and fire, and the following innate spells:
At will: sacred flame

2/day: daylight

Red Sun. The horseman gains immunity to being blinded, charmed, and frightened, immunity to fire, and the following innate spells:

2/day each: continual flame, scorching ray

Black Night. The horseman can see perfectly in normal and magical darkness, gains immunity to cold, and the following innate spells:
At will: ray of frost
2/day: darkness

[b]Innate Spellcasting.[/b] 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:
1/day each: [spell]dimension door[/spell], [spell]fire shield[/spell], [spell]haste[/spell], [spell]slow[/spell]
3/day each: [spell]ethereal jaunt[/spell], [spell]phantom steed[/spell] (appears as a horse colored appropriately to the horseman), [spell]plane shift[/spell] (self and steed only)
[b]Magic Resistance.[/b] The horseman has advantage on saving throws against spells and other magical effects.
[b]Peerless Rider.[/b] 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.
[b]Quick Draw.[/b] The horseman can switch between wielding its lance and longsword as a bonus action.

Each horseman has unique senses, defenses, and special abilities. Add the appropriate traits to the base horseman traits for each of the horsemen as follows.
[b]Bright Day.[/b] The horseman gains darkvision 60 ft., resistance to cold and fire, and the following innate spells:
At will: [spell]sacred flame[/spell]
2/day: [spell]daylight[/spell]

[b]Red Sun.[/b] The horseman gains immunity to being blinded, charmed, and frightened, immunity to fire, and the following innate spells:
2/day each: [spell]continual flame[/spell], [spell]scorching ray[/spell]

[b]Black Night.[/b] The horseman can see perfectly in normal and magical darkness, gains immunity to cold, and the following innate spells:
At will: [spell]ray of frost[/spell]
2/day: [spell]darkness[/spell]

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

[b]Multiattack.[/b] The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.
[b]Lance.[/b] Melee Weapon Attack: [+10] to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 ([1d12+6]) piercing damage.
[b]Longsword.[/b] Melee Weapon Attack: [+10] to hit, reach 5 ft., one target. Hit: 10 ([1d8+6]) slashing damage.
[b]Temporal Strike (recharge 5-6).[/b] 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

Legendary Actions

 

Details

Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match.
Their roles appear to coincide with their appointed offices, although their precise

relationship to Baba Yaga is the source of much speculation.

One Rises, Two Set. The horsemen never co-exist with one another except within the confines of their mistresses’ Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe.

Timeless Nature. The horsemen don’t age and don’t require food, drink, or sleep.
Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match.
Their roles appear to coincide with their appointed offices, although their precise
relationship to Baba Yaga is the source of much speculation.

[b]One Rises, Two Set.[/b] The horsemen never co-exist with one another except within the confines of their mistresses’ Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe.

[b]Timeless Nature.[/b] The horsemen don’t age and don’t require food, drink, or sleep.
 
Source Tome of Beasts, p.29
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
l/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10lll-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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