Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Celestial, Common, Infernal; telepathy 100.0 ft (30.5 m).
Resistances & Immunities
Traits
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
Lance
+10 to hit, reach 10 ft (3 m). Hit: 1d12 piercing damage.
Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.
Longsword
+10 to hit, reach 5 ft (1.5 m). Hit: 1d8 slashing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
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.
Temporal Strike
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.
About Baba Yaga's Horsemen, Black Night
Baba Yaga's Horsemen, Black Night 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, Black Night has communication capabilities including Celestial, Common, Infernal; telepathy 100 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Baba Yaga's Horsemen, Black Night
1 tips available
GM Tips: Using Baba Yaga's Horsemen, Black Night
When using Baba Yaga's Horsemen, Black Night in your D&D 5e campaign, consider these tactical approaches:
-
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, Black Night
1 strategies available
Player Guide: Facing Baba Yaga's Horsemen, Black Night
When your party encounters this creature, keep these strategies in mind:
-
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, Black Night?
- Baba Yaga's Horsemen, Black Night has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
- What type of creature is Baba Yaga's Horsemen, Black Night?
- Baba Yaga's Horsemen, Black Night is a Medium Fey, which affects how certain spells and abilities interact with it.
- What languages does Baba Yaga's Horsemen, Black Night speak?
- Baba Yaga's Horsemen, Black Night can communicate in Celestial, Common, Infernal; telepathy 100 ft..
Related D&D 5e Content
Related D&D 5e Content
Explore more about fey creatures and D&D 5e mechanics:
Related Creatures
Aboleth
Aberration · CR 11
Cloud Giant Noble
Giant · CR 12
Archmage
Humanoid · CR 11
Archfey
Fey · CR 12
Dead Mans Fingers
Plant · CR 10
Cyclops Myrmidon
Giant · CR 10