Headless Horseman
The horseman carries his head turned outward, and its eyes see far ahead of the rider. Where he halts he speaks one name, and whoever bears it is dead by morning without his touching them. No gate or lock holds him. Gold thrown in his path turns him aside, and the old roads have coins pressed into the verge.
- Physiology
- Undead
- Size
- Large
- Speed
- 60 ft.
- Armor class
- 18
- Hit points
- 171 (18d10 + 72)
- Proficiency
- +4
- STR 20 +5 save +5
- DEX 17 +3 save +7
- CON 19 +4 save +8
- INT 12 +1 save +1
- WIS 16 +3 save +7
- CHA 17 +3 save +3
- Skills
- Athletics +9 , Intimidation +7 , Perception +7
- Passive Perception
- 17
- Senses
- darkvision 120 ft., truesight 120 ft.
- Languages
- Common, Old Norska
- Damage resistances
- cold, necrotic
- Damage immunities
- poison
- Condition immunities
- blinded , charmed , frightened , poisoned
- Found in
- Farmland , Settlement
Traits
-
Head Sight
The horseman sees through the head he carries, and he can hold the head out around a corner or over a wall. He has advantage on Perception checks that rely on sight.
-
Open Gates
Any door, gate or lock the horseman approaches opens. Barriers created by a spell still stop him.
-
Gold Aversion
The horseman will not cross a line of gold coins on the ground and retreats from a creature that throws gold at his feet until his next turn.
Actions
-
Multiattack
The horseman makes two Spine Whip attacks, or one Spine Whip attack and one Trample attack.
-
Spine Whip
+9 to hit · reach 15 ft.
3d8 + 5 slashing damage
The target is pulled 10 feet toward him and makes a DC 17 Dexterity save or is Blinded until the end of its next turn.
-
Trample
+9 to hit · reach 5 ft.
3d10 + 5 bludgeoning damage
-
Speak the Name
The horseman names one creature he can see. That creature makes a DC 17 Charisma save. On a failure it takes 8d10 necrotic damage and its hit point maximum is reduced by the same amount until a long rest. He does this once and then rides on.