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)
Saving Throws DEX +4, WIS +8
Skills Arcana +7, Athletics +10, History +7, Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Lightning, Poison
Condition Immunities Exhaustion, Paralyzed, Poisoned
Senses Unknown Can see perfectly in normal and magical darkness, Passive Perception 18
Languages Celestial, Common, Infernal Celestial, Common, Infernal; telepathy 100 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
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:
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)

Chosen Steed. Each Horseman can choose a willing creature or object to act as their steed. The chosen steed has its HP set to 70, gains +3 to AC, has plus +5 on all attacks, saving throws, and damage rolls, and increases its save DC on any abilities by 5. In addition, when the creature takes the multi-attack action, it can strike a number of times equal to the number of times its rider can strike.

Black Night. The horseman can see perfectly in normal and magical darkness and gains immunity to cold damage.

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.

Timeless Nature. The horsemen don’t age and don’t require food, drink, or sleep.

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: 10 (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.

 

Niburu

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