Baba Yagau0027s Horsemen

The powerful witch Baba Yaga fortunately rarely turns her attention upon the world, but where she does her influence is mighty. Her agents herald her arrival, in particular the three horsemen that she has bound to different times of day. The riders tend to change each time she appears, either because the previous ones finished their term of service to the witch, or because of their destruction. In either case, the witch always has new beings she can appoint into her service, taken from one of a hundred worlds she has influence upon.

Each rider is bound to a certain time of day, vanishing when the time ticks over past their appointed hours. Whether they travel to another plane, to another place upon the world where the time is correct for their presence, or even if they cease to exist entirely until brought forth again is unknown, and no one seems keen to answer the question. Bright Day is the rider for the morning, active from dawn to mid-day, Red Sun rules mid-day to sunset, and Black Night rules from sunset to sunrise.

These stats represent the weakest the riders may be; if a creature below this level agrees to become the witch’s rider, they are granted these abilities. More powerful creatures may make the agreement, in which case they would gain the rider’s Temporal Strike and Peerless Rider abilities, the ability to conjure phantom steeds, and any of a specific rider’s traits. Even a PC may theoretically make this deal, though doing so likely removes them from the game unless the rest of the party is fine with working around their temporal restrictions and duties to Baba Yaga.

Originally from the Tome of Beasts 1.

Pathfinder 2e

Baba Yaga’s Horsemen Creature 11
Unique Medium Fey
Perception +21
Languages Aklo, Common, Sylvan; telepathy 100 feet
Skills Arcana +18, Athletics +23, Intimidation +21, Nature +19, Occultism +18, Society +18
Str +6, Dex +3, Con +5, Int +3, Wis +4, Cha +4
Items +1 striking lance, +1 striking longsword, +1 full plate, composite longbow (20 arrows)
AC 33; Fort +22, Ref +18, Will +21; +1 status to all saves vs. magic
HP 197; Immunities fatigued, lightning, paralyzed, poison; Weaknesses cold iron 10
Peerless Rider Any attacks directed at the horseman’s mount target the horseman instead. Its mount gains the benefits of any resistances and immunities the horseman has, and if the horseman and mount must both save against the same area effect, the mount’s save is treated as one better than the horseman’s.
Speed 25 feet
Melee lance +24 (deadly d8, jousting d6, reach 10 feet), Damage 2d8+13 piercing
Melee longsword +24 (versatile P), Damage 2d8+13 slashing
Ranged composite longbow +20 (deadly d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+7 piercing
Primal Innate Spells DC 27, attack +19 ; 7th ethereal jaunt, plane shift (horseman and steed only); 6th fire shield, phantom steed (×3); 5th dimension door; 3rd haste, slow;
Quick Draw [one action] The horseman draws a weapon and Strikes with it.
Temporal Strike [free action] (primal, necromancy) When the horseman hits a target with a melee attack, it can choose to force the target to attempt a Fortitude saving throw. Creatures that don’t get weaker with age or don’t age are immune (GM’s discretion). If a creature becomes clumsy 4, drained 4, and enfeebled 4 due to Temporal Strikes, it dies of old age. The horseman can’t use Temporal Strike for 1d4 rounds.
Critical Success The creature becomes temporarily immune for 1 hour.
Success The creature is unaffected.
Failure The creature becomes clumsy 1, drained 1, and enfeebled 1, or increases each of those conditions by 1. These conditions remain for 24 hours. This effect is cumulative to other Temporal Strikes.
Critical Failure As failure, but the creature becomes clumsy 2, drained 2, and enfeebled 2, or increases those conditions by 2.

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