b'Baba Yaga\xe2\x80\x99s Horsemen \n'b'  Medium   fey ,  lawful neutral  \n'b'  Armor Class  20 (plate, shield)  Hit Points  171 (18d8 + 90)  Speed  30 ft.\n'b' STATS STR: 22 (+6) DEX:  11 (+0)  CON:  21 (+5)  INT:  16 (+3)  WIS:  18 (+4)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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  lightning, poison  Condition Immunities   exhaustion ,  paralyzed ,  poisoned   Senses  passive  Perception  18  Languages  Celestial, Common, Infernal, telepathy 120 ft.  Challenge  11 (7,200 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Enchanted Weapons . The horseman\xe2\x80\x99s 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). \n'b'  Magic Resistance . The horseman has advantage on saving throws against spells and other magical effects. \n'b'  Peerless Rider . Any attacks directed at the horseman\xe2\x80\x99s 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. \n'b'  Timeless Nature . The horseman doesn\xe2\x80\x99t age and doesn\xe2\x80\x99t require food, drink, or sleep. The great witch Baba Yaga is a power to be reckoned with, always plotting with her daughters, the vila, and seeking to gobble up the vile gnomes whose souls she claims are rightfully hers. Baba Yaga rules over great ley line magic and commands the elements and enchantments with ease, but she cannot be everywhere at once. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The horseman makes three Lance, Longsword, or Horseman\xe2\x80\x99s Bolt attacks. The horseman can replace one  attack  with a use of Spellcasting. \n'b'  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. \n'b'  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. \n'b'  Horseman\xe2\x80\x99s Bolt .  Ranged Spell Attack : +8 to hit, range 120 ft., one target.  Hit : 22 (4d6 + 4) damage of the type defined in Enchanted Weapons. \n'b'  Spellcasting . The horseman casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\n'b'\n'b'\n'b'  3/day :  phantom steed  (as an action) \n'b'  2/day each :  darkness  (black night horseman only),  daylight  (bright dawn and red sun horsemen only),  dimension door ,  fire shield  \n'b'  1/day :  plane shift  (self and mount only) \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Temporal Strike (Recharge 5\xe2\x80\x936) . One creature the horseman can see and that the horseman hit with a Horseman\xe2\x80\x99s Bolt or Longsword  attack  within the last minute must succeed on a DC 17  Constitution  saving throw or age 16 (3d10) years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws that use  Strength ,  Dexterity , and  Constitution  until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging lasts until the creature finishes a long rest, or until it is reversed by a  greater restoration  spell or similar magic. On a successful saving throw, the creature is immune to the horseman\xe2\x80\x99s Temporal Strike for 24 hours. \n'b'  One Rises, Two Set . The horsemen never co-exist with one another except within the confines of their mistresses\xe2\x80\x99 Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe. \n'b'\n'b' ABOUT \n'b' Three of her most faithful servants are the White Horseman, the Red Horseman and the Black Horseman\xe2\x80\x94embodied forms of the times of day and a symbol of Baba Yaga\xe2\x80\x99s mastery of time itself. She uses nicknames for them, calling them \xe2\x80\x9cMy Bright Dawn, my Red Sun, and my Dark Midnight\xe2\x80\x9d because they are bound by time (and some believe, because they control dawn, noon, and sunset). She has many servants, but the horsemen, her dancing hut, and the sorcerer Koshchei the Deathless are the greatest. \n'b' These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. \n'b' The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds. \n'b' Baba Yaga\xe2\x80\x99s 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 horseman 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. \n'b'  Varied Origin . They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. \n'b'\n'b'  Bright Day  is bound to and governs dawn to mid-day, Red Sun from mid-day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor. The horsemen make good foes for the long term; their power is great enough that they can ignore considerable danger when serving their mistress. Here are some possible encounters involving them: \n'b'  Red Sun  burns down a village while the PCs are sleeping at the inn. If questioned or challenged, he says nothing, but provides a scroll from Baba Yaga ordering the village\xe2\x80\x99s destruction. Red Sun rides off into the dawn. \n'b'  Black Night  bears a similar scroll, asking an elvish character to provide Baba Yaga with a pint of blood; if the request is granted, Black Night leaves without incident, but if he is denied, \n'b'\n'b' All three horsemen use the statistics presented here, but each has a few unique characteristics from his brethren, as defined below. \n'b'\n'b'  Bright Day . This horseman has  darkvision  out to a range of 60 feet and  resistance  to cold damage and fire damage. \n'b'  Red Sun . This horseman is immune to being  blinded ,  charmed , and  frightened  and has immunity to fire damage. \n'b'  Black Night . This horseman has  darkvision  out to a range of 60 feet and magical  darkness  doesn\xe2\x80\x99t impede his  darkvision . In addition, he has immunity to cold damage.'