Terra-Cotta Rider

Large construct, unaligned

Armor Class 16 (natural armor)
Hit Points 135 (16d8+64)
Speed 50 ft.

22 (+6) 15 (+2) 18 (+4) 1 (-5) 11 (+0) 1 (-5)

Saving Throws Dex +5, Str +9
Damage Resistances piercing, slashing
Damage Immunities fire
Condition Immunities charmed, frightened, petrified
Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Challenge 8 (3,900 XP)


  • Ancient Curse. When a terra-cotta rider is destroyed permanently, the creature that destroyed it must succeed a DC 15 Charisma saving throw or be cursed. They gain 1 level of exhaustion that will not go away without the use of the remove curse spell.
  • Improved Critical. The terra-cotta soldier scores a critical hit on a roll of 19 or 20.
  • Rank Fighting. Terra-cotta horsemen work together with uncanny precision. Whenever a terra-cotta rider is adjacent to another terra-cotta rider, each of them gains a +1 bonus to their AC, attack rolls, damage rolls, and saving throws.
  • Unending Duty. When a terra-cotta rider is reduced to 0 hit points, there is a 50% chance that its shards will reform in 1d4 rounds with 1 hit point and continue fighting.


  • Multiattack. The terra-cotta rider uses its Trample ability and makes one attack with its ji (a hook-backed polearm) or makes three ji attacks or three light crossbow attacks.
  • Ji. Melee Weapon Attack: +9 to hit, 10 ft. reach, one target. Hit: 11 (1d10 + 6) piercing or slashing damage.
  • Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  • Dismount. When a terra-cotta rider strikes a mounted rider two or more times in the same round with its ji, as a bonus action it can make an Athletics check contested by the target’s Acrobatics or Athletics check. If the terra-cotta rider succeeds on this check, the target is pulled off its mount.
  • Trample (Recharge 4-6). The terra-cotta rider moves up to 50 feet and can move through the spaces of Medium or smaller enemy creatures. All enemies in its path as it moves must make a DC 17 Dexterity saving throw or take 9 (1d6 + 6) bludgeoning damage. Creatures that choose to take an opportunity attack against the terra-cotta rider automatically fail this saving throw. As a bonus action, the terra-cotta rider can make a Strength (Athletics) check to force one creature prone; that creature must have failed its saving throw against the horseman’s trample attack.
  • Missile Troops. Some terra-cotta soldiers are outfitted with light crossbows in place of their ji. They replace the ji melee weapon attack with a light crossbow ranged weapon attack with range 80/320 feet. Its attack modifier and damage dealt with a successful attack is unchanged from a normal soldier’s ji attack. When using Multiattack, it can make three light crossbow attacks or three shortsword attacks.


A terra-cotta soldier is crafted from clay and fired into ceramic and is usually sculpted to resemble an armored human soldier, although terra-cotta soldiers resembling other races, such as hobgoblins, kenkus, or even demons and oni, are also common. Terra-cotta soldiers are often as offerings created to guard the tomb of powerful rulers, standing in silent ranks to guard their liege even after his or her death. These soldiers stand vigil for centuries, animating only to defend the tomb and its riches from tomb robbers. Terra-cotta soldiers are typically painted with colored lacquer, though this decoration is often worn away from use or faded with age. A terra-cotta soldier stands 6 feet tall and weighs 600 pounds.

Section 15: Copyright Notice

Asian Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Jason Nelson, Andrew Ha, Aurélien Lainé, Dan Dillon, Ismael Alvarez, James-Levi Cooke, Robert J. Grady, Jeff Ibach, Matt Kimmel, and Thurston Hillman

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