Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Celestial, Common, Infernal, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
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
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
GM Tips: Using Baba Yaga's Horsemen
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
Player Guide: Facing Baba Yaga's Horsemen
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
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
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..
Related D&D 5e Content
Related D&D 5e Content
Explore more about fey creatures and D&D 5e mechanics:
Related Creatures
Dead Mans Fingers
Plant · CR 10
Accursed Guardian Naga
Monstrosity · CR 12
Cloud Giant Noble
Giant · CR 12
Behir Magus
Monstrosity · CR 12
Aboleth
Aberration · CR 11
Crusher
Construct · CR 10