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Baba Yaga's Horsemen

Medium · Fey · CR 11 · Lawful Neutral

Armor Class
20 (plate, shield)
Hit Points and Hit Dice
171 (18d8 + 90)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
11
+0
CON
21
+5
INT
16
+3
WIS
18
+4
CHA
18
+4

Overview

Category Monsters
Size Medium
Type Fey
Alignment Lawful Neutral
XP 7200
Initiative Bonus +0

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 18

Saving Throws

Dexterity +4 Wisdom +8

Skills

Arcana +7 Athletics +10 History +7 Perception +8

Languages

Celestial, Common, Infernal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
lightning, poison
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
exhaustion, paralyzed, poisoned

Traits

Enchanted Weapons

The horseman’s weapon attacks are magical. When the horseman hits with any weapon, the weapon deals an extra 2d8 damage of a type depending on the horseman: cold (black night), fire (red sun), radiant (bright day).

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 target the horseman instead, and the horseman confers his damage resistances and immunities and his condition immunities to his mount. In addition, if the horseman and mount are subjected to an effect that allows each to make a saving throw to take only half damage, the mount takes no damage if the horseman succeeds on the saving throw.

Timeless Nature

The horseman doesn’t age and doesn’t require food, drink, or sleep.

Actions

Horseman's Bolt

+8 to hit, range 120 ft (36.6 m). Hit: 4d6+4 damage.

Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d6 + 4) damage of the type defined in Enchanted Weapons.

Lance

+10 to hit, reach 10 ft (3 m). Hit: 1d12+6 plus 2d8 piercing damage.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage plus 9 (2d8) damage of the type defined in Enchanted Weapons. The horseman has disadvantage on this attack roll if the target is within 5 feet of him.

Longsword

+10 to hit, reach 5 ft (1.5 m). Hit: 1d8+6 plus 2d8 slashing damage.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 9 (2d8) damage of the type defined in Enchanted Weapons.

Spellcasting

The horseman casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
3/day: phantom steed (as an action)
- 2/Day Each: darkness (black night horseman only), daylight (bright day and red sun horsemen only), dimension door, fire shield
1/day: plane shift (self and mount only)

Bonus Actions

Temporal Strike

Recharge 5–6

One creature the horseman can see and that the horseman hit with a Horseman's Bolt or Longsword attack within the last minute must succeed on a DC 17 Constitution saving throw or age 16 (3d10) years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws that use Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging lasts until the creature finishes a long rest, or until it is reversed by a greater restoration spell or similar magic. On a successful saving throw, the creature is immune to the horseman's Temporal Strike for 24 hours.

About Baba Yaga's Horsemen

Baba Yaga's Horsemen is a medium fey with a Challenge Rating of 11. It has a lawful neutral alignment.

In combat, this creature maintains an Armor Class of 20 and possesses 171 hit points (derived from 18d8 + 90).

Baba Yaga's Horsemen has communication capabilities including Celestial, Common, Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Baba Yaga's Horsemen

2 tips available

When using Baba Yaga's Horsemen in your D&D 5e campaign, consider these tactical approaches:

  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Baba Yaga's Horsemen

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Baba Yaga's Horsemen?
Baba Yaga's Horsemen has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Baba Yaga's Horsemen?
Baba Yaga's Horsemen is a Medium Fey, which affects how certain spells and abilities interact with it.
What languages does Baba Yaga's Horsemen speak?
Baba Yaga's Horsemen can communicate in Celestial, Common, Infernal, telepathy 120 ft..

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