Large undead, chaotic evil
Armor Class 14
Hit Points 105 (10d10 + 50)
Speed 50 ft.
|18 (+4)||18 (+4)||20 (+5)||10 (+0)||18 (+4)||10 (+0)|
Skills Perception +8
Damage Immunities poison
Damage Resistances cold, lightning, necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 18
Challenge 10 (5,900 XP)
- Turn Resistance. The doom rider has advantage on saving throws against any effect that turns undead.
- Multiattack. The doom rider makes two attacks: one with its antlers and one with its hooves.
- Antlers. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) necrotic damage.
- Hooves. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.
- Death Lance. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage plus 22 (5d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
As you emerge into the clearing you notice a shimmering spectral elk and rider. The hooded figure holds a mighty lance pointing towards you. A doom rider has arrived to eliminate you. This dark fey is part of the Autumn Court, a division of the Unseelie Court. The rider and mount are inseparable.
Doom Bringer. When the Skeleton King decides he needs to kill someone, he sends a doom rider to take care of it. Doom riders usually make their homes in the Bone Castle with their leader. They know the geography of Feyland very well and will use the most direct route to hunt down their prey.
Undead Nature. The doom rider doesn’t require air, food, drink, or sleep.
Monsters of Feyland A Collection Of Monsters For 5th Edition © 2018 Cawood Publishing, Author Andrew Cawood