Jinete de Tormento

Medium undead, lawful neutral

Armor Class 14 (17 with mage armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft. hover

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

Saving Throws Con +6, Wis +4, Cha +7
Skills Intimidation +7, Perception +4, Persuasion +7, Religion +4 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities necrotic
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 15, telepathy 60 ft.
Languages Abyssal, Common, Infernal, understands languages it knew in life Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Detect Impure Thoughts. Each creature within 60 feet of the jinete must succeed on a DC 15 Intelligence saving throw or have their most sinister thoughts detected. Line of sight is not required to sense a creature’s consciousness, and the jinete can knows the creature’s exact location as if it had blindsight. A creature can repeat the saving throw each round at the end of its turn to sever this link. Once it saves, it is immune to this ability for the next 24 hours.
  • Eyes Straight Ahead. When riding a carreta nagua, the jinete stares straight ahead in the direction the cart is traveling. However, if it detects someone watching or inappropriate thoughts the jinete snaps its head in that direction.
  • Soul Cage Synergy. When riding a carreta nagua, the jinetes de tormento can tap into any of the soul cages it carries to benefit itself or the carreta nagua. When it uses its own soul cage ability, it can either trap the creature’s soul within its own white shroud or it can deposit the soul into the carreta nagua’s coffins, binding its soul to the carreta nagua.
  • Innate Spellcasting. The jinete’s innate spellcasting ability is Charisma (spell save DC 15). The jinete can innately cast the following spells, requiring no material components:

ACTIONS

  • Spellstrike. The jinete de tormento attack makes one attack with its scythe and casts one spell.
  • Scythe of the Night. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage and 10 (3d6) necrotic damage.
  • Baleful Gaze (Recharge 6). The jinetes focuses its gaze and all creatures in a 60-foot cone that can see it take 22 (4d8 + 4) psychic damage, or half as much on a successful DC 15 Wisdom saving throw. Creatures failing their save are stunned for 1 round and must save again at the end of each turn. Each failed save extends the stun 1 round, ending it for itself on a success. Once a creature saves, it is immune to the baleful gaze of that jinete for 24 hours.

ABOUT

The undead spirits, dressed in hooded white robes and carrying scythes, serve the gods of death directly. Also called riders of torment, they may be found riding nightmares or skeletal horses, but they have a unique synergy with the carreta nagua, serving as its spectal drivers, guardians, and guides. They sometimes ride invisibly to observe the spirit-cart’s nightly rounds, their flickering skeletal hands nevertheless holding the reins unseen, while the light of the caged souls illumes the white canopy covering the wagon. To hear their fell voices sends chills down the spine, to see them can easily freeze a person in their tracks and potentially be fatal. Those lucky enough to only hear their cries and whispers should heed their warning and close their windows and doors tightly until the avatars of death have passed.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

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