Baba Yaga's Horsemen, Black Night

Medium fey, lawful neutral

Armor Class

20 (plate and shield)

Hit Points

171 (18d8 + 90)

Speed

30 ft.

STR

22 (+6)

DEX

11 (+0)

CON

21 (+5)

INT

16 (+3)

WIS

18 (+4)

CHA

18 (+4)

Damage Immunities

cold, lightning, poison

Damage Resistances

bludgeoning, piercing, and slashing damage from nonmagical weapons

Condition Immunities

exhaustion, paralyzed, poisoned

Senses

, passive Perception 18

Saving Throws

Dex +4, Wis +8

Skills

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

Languages

Celestial, Common, Infernal; telepathy 100 ft.

Challenge

11 (7200 XP)

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

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.

medium
fey
cr11
tome-of-beasts