monsters fey cr-11-16 Tome of Beasts 2023

Baba Yaga’s Horsemen

Medium Fey, CR 11. From Tome of Beasts 2023.

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Baba Yaga’s Horsemen

Medium Fey, Lawful Neutral

Armor Class 20 (plate, 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)

Saving Throws Dex +4, Wis +8

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

Damage Immunities lightning, poison

Condition Immunities exhaustion, paralyzed, poisoned

Senses passive Perception 18

Languages Celestial, Common, Infernal, telepathy 120 ft.

Challenge 11 (7,200 XP)

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

Lance. 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. 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.
Horseman's Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d6 + 4) 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)

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