OGC:Baba Yaga's Horsemen, Black Night (5e Creature)
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|This material is published under the OGL 1.0a.|
Black Night, Baba Yaga's Horseman
Medium fey, lawful neutral
Saving Throws Dex +4, Wis +8
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
Magic Resistance. The horseman has advantage on saving throws against spells and other magical effects.
Night Sight. The horseman can see perfectly in normal and magical darkness.
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.
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.
Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation.