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Baba Yaga's Horsemen, Red Sun

Medium · Fey · CR 11 · Lawful Neutral

Source. Tome of Beasts
Armor Class
20 (plate and 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 100.0 ft (30.5 m).

Resistances & Immunities

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

Traits

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

2/day each: continual flame, scorching ray

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

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.

About Baba Yaga's Horsemen, Red Sun

Baba Yaga's Horsemen, Red Sun 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, Red Sun 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, Red Sun

1 tips available

When using Baba Yaga's Horsemen, Red Sun 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, Red Sun

1 strategies available

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

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, Red Sun?
Baba Yaga's Horsemen, Red Sun has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Baba Yaga's Horsemen, Red Sun?
Baba Yaga's Horsemen, Red Sun is a Medium Fey, which affects how certain spells and abilities interact with it.
What languages does Baba Yaga's Horsemen, Red Sun speak?
Baba Yaga's Horsemen, Red Sun can communicate in Celestial, Common, Infernal; telepathy 100 ft..

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