Fell Rider (5e Creature)

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Fell Rider[edit]

Medium fey, neutral evil

Armor Class 14 (hide armor)
Hit Points 162 (25d8 + 50)
Speed 30 ft.

16 (+3) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 16 (+3)

Saving Throws Dex +6, Wis +5
Skills Animal Handling +5, Athletics +6, Intimidation +6, Perception +5, Religion +4
Proficiency Bonus +3
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 15
Languages Common, Sylvan
Challenge 6 (2,300 XP)

Nondetection. The fell rider and its mount can't be targeted by any divination magic or perceived through magical scrying sensors. This effect can be suppressed by antimagic; or temporarily dispelled by magic of 6th level or higher. This ability resumes normal function again daily at dusk.

Pass without Trace. The fell rider has a +10 bonus to Dexterity (Stealth) checks, and can't be tracked except by magical means. It leaves behind no tracks or other traces of its passage. This effect can be suppressed by antimagic; or temporarily dispelled by magic of 6th level or higher. This ability resumes normal function again daily at dusk.

Bringer of the Night. All light within a 90-foot radius of the fell rider is reduced to no brighter than dim light for all other creatures. This is considered a magical darkness effect, and can be temporarily suppressed by magic of 5th level or higher that suppresses or dispels darkness.

Fellvision. Magical darkness doesn't impede the fell rider's darkvision.

Nightbound. The fell rider burns at the touch of sunlight. Whenever it begins its turn in sunlight, it takes 20 radiant damage. If it gets reduced to 0 hit points this way, it disintegrates, dying instantly.

Greater Find Steed. The fell rider's steed is tougher than other mounts: Its hit points and hit point maximum both increase by 40. In addition, whenever the fell rider teleports, its mount also teleports with it.

Innate Spellcasting. The fell rider's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: cause fear, chill touch, compelled duel, hunter's mark, find steed, shadow mist, soul arrow, thunderous smite, toll the dead
On recharge: dimension door (Recharge 5-6), fear (Recharge 4-6), expeditious retreat (Recharge 4-6), invisibility (Recharges after a Short or Long Rest), witch bolt (Recharge 3-6)
1/day each: bestow curse (9th level), call lightning, greater darkness, etherealness

Mighty Cavalry. The fell rider can wield two-handed weapons in one hand as long as it's riding a mount. It also has advantage on saving throws against being knocked off its mount.

Evasive Cavalry. As long as the fell rider is riding a mount, it and its mount gain a +2 bonus to AC until the beginning of the fell rider's next turn whenever the fell rider moves at least 35 feet away from its starting position during its turn.

Weapon. The fell rider wields either a halberd, glaive, greatsword, or scythe. This determines which actions the fell rider can do.


Rapid Steed (Recharge 4-6). The fell rider casts find steed as an action. The steed immediately appears in an adjacent unoccupied space.

Spell and Multiattack (Recharge 2-6). The fell rider can cast one spell and make up to two melee weapon attacks during this turn.

Multiattack. The fell rider makes up to four melee weapon attacks.

Sweeping Strike. The fell rider makes up to two melee weapon attacks against all creatures within its reach.

Halberd (Halberd Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 3) slashing damage.

Glaive (Glaive Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 3) slashing damage.

Greatsword (Greatsword Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Scythe (Scythe Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 3) slashing damage.


Fell Curse. In reaction to itself dying, the fell rider casts bestow curse at 9th level upon the creature it deems most responsible for its death. It can use one of the default curse options, or one of the curses described in the Combat Behavior section.

Fell Rider.jpeg
A dark rider that hunts in the night. Courtesy of https://www.craiyon.com/.

Fell riders are cursed warriors of omen, both weal and woe; their armor and horses swathed in black cloth. They hunt both lone travellers and villagefolk alike, striking down any who dare leave themselves unattended at night. The fell rider almost exclusively rides solitary, patrolling regular routes of its own designation and hunting down anything it sees.

Baned by Sunlight. Fell riders are bound to never step foot in sunlight. A fell rider typically waits daylight hours out by casting etherealness upon itself just before dawn, using its time in the Ethereal Plane to slink away to a safe place and take a long rest. If it can't do this, it will move as quickly as it can under cover of magical darkness toward relief, such as a cave or dungeon.

The Wild Hunt. Once in a blue moon, numerous fell riders gather together on a moonless night to scour the land clean, in an event known as the Wild Hunt. They whirl through town after town, howling and screaming as they go, taking any who leave their doors unlocked to join their numbers. In some settings, the Wild Hunt is a lawless tornado of death; In others, the Wild Hunt is championed by a god or demigod, usually one whose portfolio includes death or war.

Fell Rider's Loot. The fell rider's black cloak and weapon burn up and disintegrate with it if the fell rider dies to sunlight exposure. Should a fell rider be slain by other means, its equipment can be taken as trophies. The weapon it wields is mundane, but is usually in good enough condition for an adventurer to wield immediately.

Combat Behavior

The fell rider is a mounted opponent that uses hit-and-run tactics to slam its foes repeatedly. You probably should not be using it in enclosed spaces where it does not have room to run around freely.

The fell rider will always be riding its mount when combat begins; the mount always takes the form of a warhorse. If its mount dies, it will do everything in its power to stay alive, and activate Rapid Steed as quickly as possible.

The fell rider always spends every turn moving as much as possible to gain the benefit of its Evasive Cavalry feature.

On any given turn, the fell rider has one of several strategies it will try. You can choose one deliberately, pick one at random, or control the fell rider manually.

  • Finishing Off. The fell rider moves up to its speed towards a creature it deems the weakest (typically one it has targeted with spells or attacks already) and uses its Multiattack against it. It will then continue to move its remaining speed in the same direction.
  • Sniper Targeting. The fell rider focuses on a far-away attacker. If dimension door or expeditious retreat are available, it uses Spell and Multittack to gap-close toward a creature out of movement range it deems a threat and then attacks. If these are not available, it will instead cast a spell that can reach that creature.
  • Tactical Retreat. The fell rider tries to disengage from melee. If dimension door is available, it will use Spell and Multiattack to attack adjacent creatures and then teleport away to a safe location. If neither of these are available, it instead disengages and moves away, or defaults to using Multiattack to take out adjacent threatening creatures.
  • Crowd Control. The fell rider blasts a group of clumped-together creatures. If it can hit three or more creatures at once, it will move to that position and cast call lightning upon them if available, repeating the spell until it ends to its fullest effect. Otherwise, it will instead use Sweeping Strike to hit as many creatures as possible.
  • Joust. If the fell rider sees a hostile mounted creature, it is compelled to fight that specific creature first, one-on-one. It will move into engagement range as soon as possible, casting compelled duel on that creature as often as possible until it purchases (using Spell and Multiattack if possible), all the while using everything in its power to fight that creature singly.

If the fell rider senses that it is going to lose a fight and possibly die, it will attempt to escape using etherealness. Otherwise, it will prioritize using its most powerful available moves to deal optimally maximum devastation to its foes, fighting to the absolute last.

Curses. Typically, the fell rider will only cast bestow curse using its Fell Curse feature as a final farewell attack, but the DM may also see fit to use it in the normal course of battle. The fell rider knows several different curses it can inflict using bestow curse's inherently freeform power. These include:

  • While cursed, the target is deafened.
  • While cursed, the target suffers the effects of extreme cold after every hour it spends without protecting itself from extreme cold.
  • While cursed, the target gains the following personality flaw: "I am deathly terrified of the dark."
  • While cursed, the target's movement speed is reduced by 10 feet.
  • While cursed, the target can't take reactions.

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