The White Rider — Baba Yaga’s Herald of Bright Morning

The White Rider, a pale woman upon a white horse with a birch longbow at dawn in the winter forest

At dawn, a white horse comes through the frost-laden birches. Its rider is a tall woman in pale robes, carrying a longbow of raw birch. She pauses before the village well, raises her shining eyes towards the watchmen and asks who has kept faith through the dark of winter.

At a Glance

RoleThe White Rider — Bright Morning, judge of the hours after sunrise
AllegianceBaba Yaga’s Three Riders
NatureLawful neutral Fey who carries out the witch-queen’s judgment
AppearanceTall woman, sleek white horse, raw-birch bow and a quiver of unending arrows
PowerBlinding morning light, seeking arrows and winter magic
TimeFrom sunrise until the Red Rider takes the road after noon
ChallengePathfinder 1e CR 11

White Rider Statistics

White Rider — D&D 2024

Medium Fey, Lawful Neutral; original campaign adaptation

AC 19 (enchanted robes); Initiative +5 (15)
HP 144 (17d8+68); Speed 30 ft. (mounted 60 ft.)

STRDEXCONINTWISCHA
18 (+4)20 (+5)18 (+4)16 (+3)17 (+3)19 (+4)

Saving Throws Dex +9, Wis +7, Cha +8
Skills Insight +7, Perception +11, Persuasion +8, Stealth +9
Resistances Cold, Psychic; Bludgeoning, Piercing and Slashing from nonmagical attacks
Immunity Poison damage and Poisoned condition
Senses Darkvision 60 ft., Passive Perception 21
Languages Common, Sylvan; telepathy 60 ft.
CR 11 (7,200 XP; PB +4)

Traits

Morning Herald. The White Rider patrols the winter roads at dawn until the Red Rider takes the afternoon watch. Her enchanted robes, weapons and quiver disappear when she dies.

Magic Resistance. The White Rider has Advantage on saving throws against spells and magical effects.

Actions

Multiattack. Three Birch Bow attacks or two Frost Blade attacks.

Birch Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 14 (2d8+5) Piercing plus 9 (2d8) Radiant damage.

Frost Blade. Melee Attack Roll: +8, reach 5 ft. Hit: 11 (2d6+4) Slashing plus 14 (4d6) Cold damage.

Blinding Dawn (Recharge 5–6). Each creature chosen by the Rider within 30 ft. that can see her makes a DC 16 Constitution saving throw. On failure it is Blinded for 1 minute, repeating the save at the end of each turn. Success ends the effect.

Spellcasting. Charisma (save DC 16), no Material components: at will Detect Thoughts and Zone of Truth; 3/day Ice Storm; 1/day each Cone of Cold and Mass Suggestion.

Bonus Actions

Conjure Mount. A supernatural white horse appears (AC 17, HP 60, Speed 60 ft.). It moves with the Rider and may Dash, Disengage or Dodge at her command.

Weal or Woe (1/Day). A willing creature within 60 feet gains +2 to attack rolls and saving throws for 24 hours. An unwilling creature makes a DC 16 Charisma save or takes −2 to those rolls until Remove Curse ends the effect.

White Rider — D&D 2014

Medium fey, lawful neutral; original campaign adaptation

Armor Class 19 (enchanted robes)
Hit Points 144 (17d8+68); Speed 30 ft. (mounted 60 ft.)

STRDEXCONINTWISCHA
18 (+4)20 (+5)18 (+4)16 (+3)17 (+3)19 (+4)

Saving Throws Dex +9, Wis +7, Cha +8
Skills Insight +7, Perception +11, Persuasion +8, Stealth +9
Resistances Cold, Psychic; Bludgeoning, Piercing and Slashing from nonmagical attacks
Immunity Poison damage and Poisoned condition
Senses Darkvision 60 ft., Passive Perception 21
Languages Common, Sylvan; telepathy 60 ft.
Challenge 11 (7,200 XP)

Traits

Morning Herald. The White Rider patrols the winter roads at dawn until the Red Rider takes the afternoon watch. Her enchanted robes, weapons and quiver disappear when she dies.

Magic Resistance. The White Rider has advantage on saving throws against spells and magical effects.

Actions

Multiattack. Three Birch Bow attacks or two Frost Blade attacks.

Birch Bow. Ranged Weapon Attack: +9, range 150/600 ft. Hit: 14 (2d8+5) Piercing plus 9 (2d8) Radiant damage.

Frost Blade. Melee Weapon Attack: +8, reach 5 ft. Hit: 11 (2d6+4) Slashing plus 14 (4d6) Cold damage.

Blinding Dawn (Recharge 5–6). Each creature chosen by the Rider within 30 ft. that can see her makes a DC 16 Constitution saving throw. On failure it is Blinded for 1 minute, repeating the save at the end of each turn. Success ends the effect.

Spellcasting. Charisma (save DC 16), no material components: at will Detect Thoughts and Zone of Truth; 3/day Ice Storm; 1/day each Cone of Cold and Mass Suggestion.

Bonus Actions

Conjure Mount. A supernatural white horse appears (AC 17, HP 60, Speed 60 ft.). It moves with the Rider and may Dash, Disengage or Dodge at her command.

Weal or Woe (1/Day). A willing creature within 60 feet gains +2 to attack rolls and saving throws for 24 hours. An unwilling creature makes a DC 16 Charisma save or takes −2 to those rolls until Remove Curse ends the effect.

White Rider — Pathfinder 1e

The White Rider — CR 11

XP 12,800
LN Medium fey
Init +7; Senses darkvision 60 ft., low-light vision; Perception +24
Aura blinding light (30 ft., DC 23)

Defense

AC 27, touch 17, flat-footed 20 (+6 armor, +7 Dex, +4 natural)
hp 136 (16d6+80)
Fort +10, Ref +17, Will +15
DR 10/cold iron; Immune cold, poison; SR 22

Offense

Speed 30 ft.
Melee +1 longsword +14/+9 (1d8+6/19–20)
Ranged +2 seeking composite longbow +18/+13 (1d8+7/19–20/×3)
Special Attacks Rider’s weapon, weal or woe (DC 23)
Spell-Like Abilities (CL 11th; concentration +16)

Constant—see invisibility
At Will—chill touch (DC 16), detect thoughts (DC 17), zone of truth (DC 17)
5/day—ice storm, daybreak arrow
3/day—charm monster (DC 19), cone of cold (DC 20)
1/day—mass suggestion (DC 21)

Statistics

Str 20, Dex 25, Con 20, Int 18, Wis 21, Cha 21
Base Atk +8; CMB +13; CMD 23
Feats Improved Critical (composite longbow), Manyshot, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow)
Skills Bluff +18, Diplomacy +23, Intimidate +20, Knowledge (arcana) +18, Knowledge (history) +18, Knowledge (nature) +21, Knowledge (planes) +18, Perception +24, Ride +26, Sense Motive +24, Stealth +26
Languages Common, Skald, Sylvan, one other; telepathy 60 ft.
SQ conjure mount, Rider’s robes

Special Abilities

Blinding Light (Su)

The White Rider can radiate a 30-foot-radius aura of blinding light as a free action. Creatures within the affected area must succeed at a DC 23 Fortitude save or be permanently blinded. A creature that successfully saves cannot be affected again by the Rider’s blinding light aura for 24 hours. The save is Constitution-based.

Rider’s Robe (Su)

The White Rider wears robes that provide the same protection as a breastplate.

Rider’s Weapon (Su)

The White Rider has a +2 seeking composite longbow and a quiver that produces a never-ending supply of arrows. Once per round, she can draw a +1 brilliant energy arrow from her quiver.

Ecology

Environment any
Organization solitary
Treasure +1 longsword

When the White Rider comes calling, citizens often seek to curry favor by bringing her gifts of hot tea, pastries, and fresh baked bread. She rarely accepts these offerings, and when she does it is only from those she has already judged to be loyal to Baba Yaga and worthy of the Queen of Witches rule. Those who too eagerly attempt to carry favor face added scrutiny from her.

White Rider — D&D 3.5e

Original adaptation; Medium Fey, Lawful Neutral

Hit Dice16d6+80 (136 hp)
Initiative+7
Speed30 ft. (6 squares); summoned white mount 60 ft.
Armor Class27 (+7 Dex, +6 armour, +4 natural), touch 17, flat-footed 20
Base Attack/Grapple+8/+13
Attack+2 seeking composite longbow +18 ranged (1d8+7/19–20/×3) or +1 longsword +14 melee (1d8+6/19–20)
Full AttackBow +18/+13 ranged or longsword +14/+9 melee
Space/Reach5 ft./5 ft.
Special AttacksBlinding light, Rider’s weapon, weal or woe, spell-like abilities
Special QualitiesDR 10/cold iron, immunity to cold and poison, darkvision 60 ft., low-light vision, SR 22, conjure mount, Rider’s robes
SavesFort +10, Ref +17, Will +15
AbilitiesStr 20, Dex 25, Con 20, Int 18, Wis 21, Cha 21
SkillsBluff +18, Diplomacy +23, Intimidate +20, Knowledge (arcana) +18, Knowledge (history) +18, Knowledge (nature) +21, Knowledge (the planes) +18, Listen +24, Ride +26, Sense Motive +24, Spot +24, Hide +26
FeatsImproved Critical (composite longbow), Manyshot, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow)
EnvironmentCold forests and winter roads
OrganizationSolitary
Challenge Rating11
Treasure+1 longsword; other gear conjured
AlignmentLawful neutral

Special Abilities

Blinding Light (Su). As a free action the Rider radiates a 30-foot aura. A creature that can see her must succeed on a DC 23 Fortitude save or be permanently blinded. Success grants immunity to this aura for 24 hours.

Rider’s Robes and Weapon (Su). Her magical armour grants +6 armour bonus. She cannot be disarmed of her magically created bow. Both vanish upon her death.

Conjure Mount (Su). At will as a standard action, the Rider summons a white Phantom Steed (CL 13th).

Weal or Woe (Su). As a standard action she bestows a +2 bonus on attacks, saves, ability and skill checks for 24 hours, or inflicts a −2 penalty until Remove Curse ends it. DC 23 Will negates the curse.

Spell-Like Abilities (Sp). CL 11th: constant See Invisibility; at will Chill Touch (DC 16), Detect Thoughts (DC 17), Zone of Truth (DC 17); 5/day Ice Storm; 3/day Charm Monster (DC 19), Cone of Cold (DC 20); 1/day Mass Suggestion (DC 21).

The Pathfinder 1e rules are retained from the published creature. The 2024, 2014 and 3.5e versions are original campaign adaptations.

The Morning Judgment

A village prepares tea, fresh bread and a place by the hearth when a white horse stops at the winter gate. Its rider is seeking the keeper of an old promise: a miller who swore to maintain the bridge for a hundred years. The bridge has been repaired, but the crossing now belongs to a new lord who demands an unlawful toll. The characters can investigate the oath, gather witnesses and present a just solution before the Rider’s decision shapes the fortunes of every household.

She is not impressed by lavish gifts. Instead she asks who kept faith when the storm came. A truthful answer may earn safe passage, while flattery or an attempt to conceal a broken promise only deepens her scrutiny. When the afternoon sun climbs, the White Rider departs and the Red Rider takes up the road.

The Three Heralds

Bright Morning is one of Baba Yaga’s Three Riders. Her red counterpart travels in daylight and the Black Rider carries Dark Midnight across the winter woods. Each bears a different charge, but all answer to the witch-queen’s ancient law.

Source

The rules above preserve the White Rider of Pathfinder Campaign Setting: Irrisen, Land of Eternal Winter. The original copyright notice follows.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Irrisen, Land of Eternal Winter © 2013 Paizo Publishing, LLC; Author: Mike Shel.

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