This mounted knight wears armor colored like a blazing sun and wields a flaming sword.
|Red Sun (Baba Yaga Horseman)||CR 14|
AC 28, touch 15, flat-footed 23 (+8 armor, +5 Dex, +5 shield)
hp 161 (12d10+84)
Fort +14, Ref +9, Will +6; +3 vs. fear, +4 resistance vs. paralysis and poison
Defensive Abilities DR 15/chaos; Immune aging, electricity, fire; SR 25
Speed 30 ft.
Melee +1 flaming burst longsword +22/+17/+12 (1d8+10/20/×2 plus 1d6 fire)
Ranged +1 composite longbow +19/+14/+9 (1d8+5/19-20/×3)
Special Attacks temporal strike
Spell-Like Abilities (CL 12th; concentration +14)
Str 20, Dex 20, Con 23, Int 15, Wis 15, Cha 14
Base Atk +12; CMB +17; CMD 35
Feats Critical Focus, Dazzling Display, Deadly Stroke, Greater Weapon Focus (longsword), Mounted Combat, Power Attack, Ride-by Attack, Shatter Defenses, Shield Focus, Shield Specialization (heavy shield), Spirited Charge, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +11, Handle Animal 13, Intimidate +12, Knowledge (history) +5, Knowledge (local) +5, Perception +12, Ride +19, Survival +16, Swim +10
Languages Common, Sylvan
SQ armor training 3, bravery +3, light insensitivity, perpetual, temporally susceptible, timebound, weapon training 2
A horseman can summon a horse, as phantom steed (CL 12) 2/day with the following changes: the creature appears to be a normal horse colored white, red, or black, matching its rider. The effect does not end if the horseman moves to another plane, providing he is actively riding it.
Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. They are typically male, human, and usually cavaliers, fighters, or rangers. Their appearance is distinctive: each dressed in colors and lacquered armor and trappings to suit their name with their magical horses colored to match. Their roles appear to coincide with their appointed offices although their precise relationship to Baba Yaga is the source of much speculation. They may be serving Grandmother Winter for a period of time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew; in either case, she is the source of their power. The horsemen are innately connected to the domain of time, each representing part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid-day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is eventually reflected in their alignment and demeanor.
The horsemen are never intended to co-exist with one another, except within the confines of their Mistresses’ Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in a rotation (this may not be true on other planes, depending on whether the plane has a regular flow of time with intervals of day and night). Forcing two horsemen to co-exist on the Material Plane is a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe.
Midgard Bestiary for Pathfinder RPG, (c) 2012 Open Design LLC; Author: Adam Daigle with Chris Harris, Michael Kortes, James MacKenzie, Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, Christina Stiles, James Thomas, and Mike Welham.