Saturday, June 21, 2025

Horseman of the Open Plains

Tier 1 Horsemen of the Open Plains (Levels 1-4)

Horseman Grunt

Medium humanoid (any race), any alignment

Armor Class 13 (leather armor) Hit Points 15 (2d8 + 6) Speed 30 ft. (60 ft. mounted)

STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 7 (-2) WIS 11 (+0) CHA 10 (+0)

Skills Animal Handling +2, Intimidation +2, Perception +2 Senses passive Perception 12 Languages Common, plus one racial language Challenge 1/2 (100 XP)

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see.

Actions Multiattack. The horseman makes two ranged attacks with its longbow. Lance (Mounted Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. Shortsword (Dismounted). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Horseman Scout

Medium humanoid (any race), any alignment

Armor Class 12 Hit Points 27 (6d8) Speed 30 ft. (60 ft. mounted)

STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)

Skills Animal Handling +4, Deception +5, Insight +4, Investigation +3, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4, Survival +4 Senses passive Perception 16 Languages Common, plus one racial language, plus any one additional language Challenge 1 (200 XP)

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge (Optional). If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Aggressive (Optional). As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Cunning Action. On each of its turns, the horseman can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The horseman deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the horseman that isn't incapacitated and the horseman doesn't have disadvantage on the attack roll.

Actions Multiattack. The horseman makes two ranged attacks with its longbow. If dismounted, it makes two shortsword attacks. Lance (Mounted Only). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 2) piercing damage. Shortsword (Dismounted). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Horseman Berserker

Medium humanoid (any race), any chaotic alignment

Armor Class 13 (leather armor) Hit Points 67 (9d8 + 27) Speed 30 ft. (60 ft. mounted)

STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)

Skills Animal Handling +2, Athletics +5 Senses passive Perception 10 Languages Common, plus one racial language Challenge 2 (450 XP)

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Reckless. At the start of its turn, the horseman can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions Multiattack. The horseman makes two ranged attacks with its longbow. Lance (Mounted Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. Shortsword (Dismounted). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.


Horseman Shaman

Medium humanoid (any race), any alignment

Armor Class 13 (leather armor) Hit Points 45 (6d8 + 18) Speed 30 ft. (60 ft. mounted)

STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 9 (-1) WIS 13 (+1) CHA 12 (+1)

Skills Animal Handling +3, Intimidation +3, Religion +1, Perception +3 Senses passive Perception 11 Languages Common, plus one racial language Challenge 2 (450 XP)

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Spiritual Favor (Optional). The horseman deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack). Spellcasting. The horseman is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The horseman has the following shaman spells prepared: Cantrips (at-will): guidance, resistance, thaumaturgy 1st level (4 slots): bane, command, faerie fire 2nd level (2 slots): enhance ability, spiritual weapon (reflavored as a spectral lance/mount)

Actions Multiattack. The horseman makes two ranged attacks with its longbow. Lance (Mounted Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage, or 13 (1d12 + 3 plus 1d8) if Spiritual Favor is active. Shortsword (Dismounted). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.


Horseman Champion

Medium humanoid (any race), any alignment

Armor Class 16 (studded leather, shield if dismounted) Hit Points 52 (8d8 + 16) Speed 30 ft. (60 ft. mounted)

STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)

Saving Throws Con +4, Wis +2 Skills Animal Handling +4, Perception +2 Senses passive Perception 12 Languages Common, plus one racial language Challenge 3 (700 XP)

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Brave. The horseman has advantage on saving throws against being frightened.

Actions Multiattack. The horseman makes two ranged attacks with its longbow. If dismounted, it makes two melee attacks (shortsword or lance). Lance (Mounted Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 3) piercing damage. Shortsword (Dismounted). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 5 (1d8) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the horseman can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the horseman. A creature can benefit from only one Leadership die at a time. This effect ends if the horseman is incapacitated.

Reactions Parry (Dismounted Only). The horseman adds 2 to its AC against one melee attack that would hit it. To do so, the horseman must see the attacker and be wielding a melee weapon.


Horseman Veteran

Medium humanoid (any race), any alignment

Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft. (60 ft. mounted)

STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)

Skills Animal Handling +2, Athletics +5, Perception +2 Senses passive Perception 12 Languages Common, plus one racial language Challenge 3 (700 XP)

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see.

Actions Multiattack. The horseman makes two lance attacks. If it has a javelin drawn, it can also make a javelin attack. Lance (Mounted Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. Shortsword (Dismounted). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Tier 2 Horsemen of the Open Plains (Levels 5-10)

Horseman Elite Warrior

Medium humanoid (any race), any alignment

Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 30 ft. (60 ft. mounted)

STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)

Saving Throws Dex +7, Con +5, Wis +4 Skills Animal Handling +4, Perception +4, Stealth +10 Senses passive Perception 14 Languages Common, plus one racial language Challenge 5 (1,800 XP)

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see.

Actions Multiattack. The horseman makes two ranged attacks with its longbow. Lance (Mounted Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 4) piercing damage. Shortsword (Dismounted). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Reactions Parry (Dismounted Only). The horseman adds 3 to its AC against one melee attack that would hit it. To do so, the horseman must see the attacker and be wielding a melee weapon.


Horseman High Shaman

Medium humanoid (any race), any alignment

Armor Class 13 (leather armor) Hit Points 97 (13d8 + 39) Speed 30 ft. (60 ft. mounted)

STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 13 (+1) WIS 16 (+3) CHA 14 (+2)

Skills Animal Handling +5, Perception +9, Religion +6 Senses passive Perception 19 Languages Common, plus one racial language Challenge 6 (2,300 XP)

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Spiritual Favor (Optional). The horseman deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). Spellcasting. The horseman is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The horseman has the following shamanistic spells prepared: Cantrips (at will): guidance, sacred flame, thaumaturgy, primal savagery 1st level (4 slots): bane, cure wounds, detect magic, speak with animals 2nd level (3 slots): hold person, spiritual weapon (reflavored as spectral lance/mount) 3rd level (3 slots): spirit guardians, dispel magic, call lightning 4th level (3 slots): divination, guardian of faith 5th level (2 slots): insect plague, scrying

Actions Multiattack. The horseman makes two ranged attacks with its longbow. If dismounted, it makes two melee attacks. Lance (Mounted Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 3) piercing damage, or 14 (1d12 + 3 plus 1d8) if Spiritual Favor is active. Shortsword (Dismounted). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 14 (4d6) necrotic damage (from reflavored War Staff). Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


Horseman Assassin

Medium humanoid (any race), any non-good alignment

Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft. (60 ft. mounted)

STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)

Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Animal Handling +3, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses passive Perception 13 Languages Common, plus one racial language, Thieves' cant Challenge 8 (3,900 XP)

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge (Optional). If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Aggressive (Optional). As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Assassinate. During its first turn, the horseman has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the horseman scores against a surprised creature is a critical hit. Evasion. If the horseman is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the horseman instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack. Once per turn, the horseman deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the horseman that isn't incapacitated and the horseman doesn't have disadvantage on the attack roll.

Actions Multiattack. The horseman makes two ranged attacks with its hand crossbow. If dismounted, it makes two shortsword attacks. Lance (Mounted Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 3) piercing damage. Shortsword (Dismounted). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.


Horseman Warlord

Medium humanoid (any race), any alignment

Armor Class 20 (plate, shield) Hit Points 97 (13d8 + 39) Speed 30 ft. (60 ft. mounted)

STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 11 (+0) CHA 15 (+2)

Saving Throws Int +5, Wis +3, Cha +5 Skills Animal Handling +5, Perception +3 Senses passive Perception 10 Languages Common, plus one racial language Challenge 6 (2,300 XP)

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Martial Advantage. Once per turn, the horseman can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the horseman that isn't incapacitated.

Actions Multiattack. The horseman makes three melee attacks (lance, shortsword, or shield bash). Alternatively, it can make two ranged attacks with its javelins or longbow. Lance (Mounted Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 3) piercing damage. Shortsword (Dismounted). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the horseman can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the horseman. A creature can benefit from only one Leadership die at a time. This effect ends if the horseman is incapacitated.

Reactions Parry. The horseman adds 3 to its AC against one melee attack that would hit it. To do so, the horseman must see the attacker and be wielding a melee weapon.

Tier 3 Horsemen of the Open Plains (Levels 11-16)

Horseman War Priest

Medium humanoid (any race, Shaman), any alignment

Armor Class 16 (studded leather) Hit Points 117 (18d8 + 36) Speed 30 ft. (60 ft. mounted)

STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)

Saving Throws Con +6, Wis +7 Skills Animal Handling +5, Intimidation +5, Religion +4, Perception +5 Senses passive Perception 13 Languages Common, plus one racial language Challenge 9 (5,000 XP) Proficiency Bonus +4

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Spiritual Favor (Optional). The horseman deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).

Actions Multiattack. The war priest makes two lance attacks (if mounted) or shortsword attacks (if dismounted), and it uses Primal Bolt. Lance (Mounted Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage. If Spiritual Favor is active, damage increases by 1d8. Shortsword (Dismounted). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) necrotic damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Primal Bolt. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) necrotic damage, and it is frightened until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't frightened. Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15): At will: guidance, resistance, thaumaturgy 1/day each: banishment, command, dispel magic, spirit guardians, guardian of faith, hold person, lesser restoration, revivify

Bonus Actions Healing Chant (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.


Horseman Bloodreaver

Medium humanoid (any race), any alignment

Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft. (60 ft. mounted)

STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)

Saving Throws Dex +9, Con +7, Wis +6 Skills Acrobatics +9, Animal Handling +5, Perception +6, Stealth +9 Senses passive Perception 16 Languages Common, plus one racial language Challenge 11 (7,200 XP) Proficiency Bonus +4

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Spiritual Favor (Optional). The horseman deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack). Reckless. At the start of its turn, the horseman can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions Multiattack. The horseman makes three lance attacks (if mounted) or shortsword attacks (if dismounted). Lance (Mounted Only). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 5) piercing damage plus 10 (3d6) necrotic damage. If Spiritual Favor is active, damage increases by 1d8. Shortsword (Dismounted). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage. Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 10 (1d8 + 5) piercing damage.

Bonus Actions Blood Frenzy. When the horseman reduces a creature to 0 hit points with a melee attack on its turn, it can use a bonus action to make one additional melee attack.


Horseman Elder Shaman

Medium humanoid (any race, Shaman), any alignment

Armor Class 13 (leather armor) Hit Points 99 (18d8 + 18) Speed 30 ft. (60 ft. mounted)

STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 20 (+5) CHA 16 (+3)

Saving Throws Int +6, Wis +9 Skills Arcana +6, Animal Handling +9, History +6, Religion +13, Perception +9 Senses passive Perception 19 Languages Common, plus one racial language, plus any four additional languages Challenge 12 (8,400 XP)

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Magic Resistance. The horseman has advantage on saving throws against spells and other magical effects. Spellcasting. The horseman is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The horseman can cast pass without trace and speak with dead at will and has the following shamanistic spells prepared: Cantrips (at will): druidcraft, guidance, poison spray, primal savagery, thaumaturgy 1st level (4 slots): bane, cure wounds, detect magic, thunderwave 2nd level (3 slots): enhance ability, spiritual weapon (reflavored as spectral lance/mount) 3rd level (3 slots): call lightning, conjure animals (dire wolves or giant boars), dispel magic 4th level (3 slots): blight, confusion, guardian of nature 5th level (3 slots): commune with nature, insect plague, scrying 6th level (1 slot): flesh to stone, heroes' feast 7th level (1 slot): fire storm 8th level (1 slot): earthquake 9th level (1 slot): storm of vengeance

Actions Multiattack. The elder shaman makes two ranged attacks with its longbow. If dismounted, it makes one melee attack with its Staff of the Wilds. Lance (Mounted Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 2) piercing damage. Staff of the Wilds (Dismounted). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


Horseman Inquisitor

Medium humanoid (Cleric, any race), any alignment

Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 30 ft. (60 ft. mounted)

STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)

Saving Throws Con +7, Wis +10, Cha +10 Skills Animal Handling +7, Intimidation +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses passive Perception 20 Languages Common, plus one racial language Challenge 14 (11,500 XP) Proficiency Bonus +5

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Discern Treachery. The inquisitor knows when a creature speaks a lie. Spiritual Favor (Optional). The horseman deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).

Actions Multiattack. The inquisitor makes two Ritual Lance attacks (if mounted) or Ritual Blade attacks (if dismounted). Ritual Lance (Mounted Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If Spiritual Favor is active, damage increases by 1d8. Ritual Blade (Dismounted). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following shamanistic spells prepared: Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead, inflict wounds 1st level (4 slots): bane, command, detect magic, sanctuary 2nd level (3 slots): hold person, spiritual weapon (reflavored as spectral lance/mount), zone of truth 3rd level (3 slots): bestow curse, dispel magic, spirit guardians 4th level (3 slots): banishment, compulsion, guardian of faith 5th level (3 slots): contagion, insect plague, geas 6th level (1 slot): harm 7th level (1 slot): divine word 8th level (1 slot): holy aura 9th level (1 slot): mass heal (reflavored as a blood ritual heal)

Bonus Actions Spectral Whip (Recharges after a Short or Long Rest). The inquisitor conjures a spectral whip. For 1 minute, this whip counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the whip, it can choose to add 3d6 necrotic damage to the hit.

Tier 4 Horsemen of the Open Plains (Levels 17-20)

Horseman Chosen Shaman

Medium humanoid (any race, Shaman), any alignment

Armor Class 15 (studded leather) Hit Points 240 (32d8 + 96) Speed 30 ft. (60 ft. mounted)

STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)

Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Animal Handling +8, Athletics +8, Perception +8, Intimidation +11 Senses passive Perception 18 Languages Common, plus one racial language Challenge 18 (20,000 XP) Proficiency Bonus +6

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Spiritual Favor (Optional). The horseman deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).

Actions Multiattack. The horseman makes two lance attacks (if mounted) or shortsword attacks (if dismounted), and uses Primal Burst. Lance (Mounted Only). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (1d12 + 5) piercing damage plus 10 (3d6) necrotic damage. If Spiritual Favor is active, damage increases by 1d8. Shortsword (Dismounted). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage. Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 10 (1d8 + 5) piercing damage. Primal Burst (Recharge 5–6). The horseman creates a burst of raw elemental energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 36 (8d8) thunder or lightning damage (horseman's choice) on a failed save, or half as much damage on a successful one. Spellcasting. The horseman is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The horseman has the following shamanistic spells prepared: Cantrips (at will): druidcraft, fire bolt, poison spray, primal savagery, thaumaturgy 1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave 2nd level (3 slots): barkskin, spiritual weapon (reflavored as spectral lance/mount), web 3rd level (3 slots): call lightning, conjure animals, dispel magic 4th level (3 slots): blight, dominate beast, freedom of movement 5th level (3 slots): conjure elemental, insect plague, scrying 6th level (1 slot): flesh to stone, sunbeam 7th level (1 slot): fire storm, regenerate 8th level (1 slot): earthquake, tsunami 9th level (1 slot): storm of vengeance

Reactions Protective Call (3/Day). When another creature attacks a creature within 30 feet of the horseman, the horseman can use its reaction to impose disadvantage on the attack roll.


Horseman Grand Warlord

Medium humanoid (any race, Warlord/Shaman), any alignment

Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 30 ft. (60 ft. mounted)

STR 22 (+6) DEX 18 (+4) CON 20 (+5) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)

Saving Throws Con +11, Wis +11, Cha +12 Skills Animal Handling +11, Athletics +12, Intimidation +12, Perception +11, Survival +11 Condition Immunities charmed, frightened, poisoned Senses passive Perception 21 Languages Common, plus one racial language, Giant Challenge 20 (25,000 XP) Proficiency Bonus +6

Mounted Combatant. While mounted, the horseman has advantage on melee attack rolls against any unmounted creature smaller than its mount. The horseman can force an attack targeted at its mount to target the horseman instead. Keen Hearing and Sight. The horseman has advantage on Wisdom (Perception) checks that rely on hearing or sight. Cavalry Charge. If the horseman moves at least 30 feet straight toward a target while mounted and then hits it with a Magic Lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Aggressive. As a bonus action, the horseman can move up to its speed toward a hostile creature that it can see. Spiritual Favor (Optional). The horseman deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack). Reckless. At the start of its turn, the horseman can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions Multiattack. The grand warlord makes two attacks with its Magic Lance or Rod of Domination. It can also use Savage Roar. Magic Lance (Mounted Only). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 6) piercing damage plus 18 (4d8) necrotic damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn. If Spiritual Favor is active, damage increases by 1d8. Shortsword (Dismounted). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 6) slashing damage plus 18 (4d8) necrotic damage. Rod of Domination. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) psychic damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be charmed by the grand warlord for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 12 (1d8 + 4) piercing damage. Savage Roar (2/Day). The grand warlord emits a terrifying roar. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the grand warlord's Savage Roar for the next 24 hours.

Bonus Actions Warlord's Command (Recharge 4-6). The grand warlord can inspire its allies. Up to three creatures of its choice within 30 feet of it that can hear it gain advantage on their next attack roll or saving throw made before the end of their next turn. Summon Warband (1/Day). The grand warlord magically summons 1d4 + 1 Horseman Champions (or similar Tier 2 horseman leaders) or 1 Horseman High Shaman. The summoned creatures appear in unoccupied spaces within 60 feet of the grand warlord, act as allies of its summoner, and can't summon other creatures. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.

Legendary Actions The grand warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grand warlord regains spent legendary actions at the start of its turn. Command Ally. The grand warlord targets one ally it can see within 30 feet of it. If the target can hear and understand the grand warlord, it can use its reaction to make one weapon attack. Lance Attack. The grand warlord makes one Magic Lance attack. Rally (Costs 2 Actions). The grand warlord chooses up to three allies within 30 feet of it. Each target gains 10 (3d6) temporary hit points.

The Engineer's Gambit

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