Each Tened

Large fiend (mount, Phlegethite), lawful neutral

Armor Class 14 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 60 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

Skills Perception +3
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Infernal
Proficiency Bonus +2
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Amphibious. The each tened can breathe air and water.
  • False Appearance. When not using any of its powers, the each tened appears to be a normal horse. A creature can take an action to visually inspect the hose and succeed on a DC 16 Intelligence (Investigation) check to discern that it is an each tened.
  • Saddle. The each tened can wear a saddle on its back. One Medium or two Small creatures can sit on the saddle without squeezing. To make a melee attack against a target within 5 feet of the each tened, they must use spears or weapons with reach. If the each tened dies, creatures hanging fall straight down, taking falling damage, and land in unoccupied spaces within 5 feet of the each tened s position on the ground.
  • Soul Rider. The each tened chooses a living Humanoid with 0 hit points that it is stuck to it. That creature is stuck fast and becomes the each tened’s rider. While attached in this way, the creature is restrained and has disadvantage on death saving throws. If the creature dies while attached, the each tened regains 10 hit points. An each tened can have only one creature riding it at a time.
  • Sticky. The each tened has advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The each tened can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Water Walking. The each tened can walk across water and other liquids as if they were solid ground.

ACTIONS

  • Multiattack. The each tened makes two attacks, one with its Bite and one with its Hooves.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) fire damage.
  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.

BONUS ACTIONS

  • Ignited Illumination. As a bonus action, the each tened can set itself ablaze or extinguish its flames. While ablaze, the each tened sheds bright light in a 10-foot radius and dim light for an additional 10 feet and any creature that touches or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
  • Trampling Charge. If the each tened moves at least 20 feet straight toward a creature and then hits it with a Hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the each tened can make another attack with its Bite against it as a bonus action.

REACTIONS

  • Sticky Hide. When a creature misses the each tened with a melee weapon attack, it sticks to the each tened’s hide. The attacker must succeed on a DC 14 Strength saving throw, or the weapon becomes stuck to the each tened’s hide. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 14 Strength check and succeeding.

ABOUT

The each tened appears as a large black horse with a muscular build and red eyes that burn with an intense flame. Its mane and tail resemble flickering flames, and its hooves leave behind smoldering embers wherever it treads.

Each tened (ECH-tenth) serves as a relentless enforcer of cosmic order. While they appear fiendish, they are driven by a strict adherence to impartial justice rather than malevolence. They act as judges and executioners, delivering punishment to horse thieves.

There are tales that the first each tened was created to punish a man who stole his brother’s horse and rod it on a holy day. Since then, he has been fated to ride the phantom each tened across the ocean, enduring the continuous burning of his thighs. Even as the waves sweep over him, his screams of agony can be heard, a haunting reminder of the each tened’s punishment.

Each tened’s hunting habits focus on seeking out and punishing evildoers. They have an uncanny ability to detect sin and malevolence, homing in on those who have committed wicked acts.

When someone foolishly attempts to ride upon the each tened, the horse burns intensely, inflicting excruciating pain. The each tened’s searing touch melts the flesh of its riders, starting from their legs and hands, while its back and manes turn into scorching fire, increasing in temperature slowly to prolong the cruel and agonizing death. Only ashes remain as the each tened snuffs them in through its snout, leaving no trace of its victims.

These fiendish mounts are found in the Seventh Circle of Infernus, the Phlegethon, where they serve as a form of punishment for the violent.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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