b'Terra-Cotta Rider \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  16 (natural armor)  Hit Points  135 (16d8+64)  Speed  50 ft.\n'b' STATS STR: 22 (+6) DEX:  15 (+2)  CON:  18 (+4)  INT:  1 (-5)  WIS:  11 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +5,  Str  +9  Damage Resistances  piercing, slashing  Damage Immunities  fire  Condition Immunities   charmed ,  frightened ,  petrified   Skills   Perception  +6  Senses   darkvision  60 ft., passive  Perception  16  Languages  \xe2\x80\x93  Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Ancient Curse . When a terra-cotta rider is destroyed permanently, the creature that destroyed it must succeed a DC 15  Charisma  saving throw or be cursed. They gain 1 level of  exhaustion  that will not go away without the use of the  remove curse  spell. \n'b'  Improved Critical . The terra-cotta soldier scores a critical hit on a roll of 19 or 20. \n'b'  Rank Fighting . Terra-cotta horsemen work together with uncanny precision. Whenever a terra-cotta rider is adjacent to another terra-cotta rider, each of them gains a +1 bonus to their AC,  attack  rolls,  damage rolls , and saving throws. \n'b'  Unending Duty . When a terra-cotta rider is reduced to  0 hit points , there is a 50% chance that its shards will reform in 1d4 rounds with 1 hit point and continue fighting. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The terra-cotta rider uses its Trample ability and makes one  attack  with its ji (a hook-backed polearm) or makes three ji attacks or three light crossbow attacks. \n'b'  Ji .  Melee Weapon Attack : +9 to hit, 10 ft. reach, one target.  Hit : 11 (1d10 + 6) piercing or slashing damage. \n'b'  Light Crossbow .  Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target.  Hit : 6 (1d8 + 2) piercing damage. \n'b'  Dismount . When a terra-cotta rider strikes a mounted rider two or more times in the same round with its ji, as a bonus action it can make an  Athletics  check contested by the target\xe2\x80\x99s  Acrobatics  or  Athletics  check. If the terra-cotta rider succeeds on this check, the target is pulled off its mount. \n'b'  Trample (Recharge 4-6) . The terra-cotta rider moves up to 50 feet and can move through the spaces of Medium or smaller enemy creatures. All enemies in its path as it moves must make a DC 17  Dexterity  saving throw or take 9 (1d6 + 6) bludgeoning damage. Creatures that choose to take an opportunity  attack  against the terra-cotta rider automatically fail this saving throw. As a bonus action, the terra-cotta rider can make a  Strength  ( Athletics ) check to force one creature  prone ; that creature must have failed its saving throw against the horseman\xe2\x80\x99s trample  attack . \n'b'  Missile Troops . Some terra-cotta soldiers are outfitted with light crossbows in place of their ji. They replace the ji melee weapon  attack  with a light crossbow ranged weapon  attack  with range 80/320 feet. Its  attack  modifier and damage dealt with a successful  attack  is unchanged from a normal soldier\xe2\x80\x99s ji  attack . When using Multiattack, it can make three light crossbow attacks or three shortsword attacks. \n'b'\n'b' ABOUT \n'b' A terra-cotta soldier is crafted from clay and fired into ceramic and is usually sculpted to resemble an armored human soldier, although terra-cotta soldiers resembling other races, such as hobgoblins, kenkus, or even demons and oni, are also common. Terra-cotta soldiers are often as offerings created to guard the tomb of powerful rulers, standing in silent ranks to guard their liege even after his or her death. These soldiers stand vigil for centuries, animating only to defend the tomb and its riches from tomb robbers. Terra-cotta soldiers are typically painted with colored lacquer, though this decoration is often worn away from use or faded with age. A terra-cotta soldier stands 6 feet tall and weighs 600 pounds.'