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Headless Horseman

Challenge
Tags
str
18
dex
16
con
19
int
14
wis
15
cha
17

AC 16 (natural armor)
HP 68 (8d8+32; bloodied 34)
Speed 30 ft.


Proficiency +3; Maneuver DC 15
Skills Animal Handling +5, Athletics +7, Intimidation +6, Perception +5, Survival +5
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities necrotic, poison
Condition Immunities charmed , frightened , exhaustion , petrified , poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
Languages the languages it knew in life


Incorporeal Movement. The Headless Horseman can move through other creatures and objects as if they were difficult terrain . He takes 5 (1d10) force damage if he ends his turn inside an object. The Headless Horseman can use his bonus action to share his Incorporeal Movement trait with a creature he is touching until the start of his next turn.

Innate Spellcasting . The Headless Horseman’s innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components:
At will: detect magic , phantom steed
3/day: gust of wind , misty step
1/day: blight

Magic Resistance. The Headless Horseman has advantage on saving throws against spells and other magical effects.

Regeneration. The Headless Horseman regains 5 hit points at the start of his turn. If the Headless Horseman takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.


ACTIONS

Multiattack. The Headless Horseman uses its Frightful Presence and attacks once, or he attacks twice: once with his chilling blade and once with his spinal whip.

Chilling Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical slashing damage plus 4 (1d8) cold damage.

Spinal Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) magical bludgeoning damage plus 4 (1d8) necrotic damage.

Death’s Calling. The Headless Horseman can use an action to place a death’s calling on a creature he can see within 60 feet. The target makes a DC 14 Charisma saving throw . On a failure, for 1 minute the target can’t use reactions and on its turn, it can use either an action or a bonus action, not both. A target can use its action to repeat the saving throw, ending this effect on itself with a success. In addition, until the target takes a long rest all weapon attacks against it score a critical hit on a roll of 19–20 and it automatically fails death saves .

Frightful Presence. Each creature of the Headless Horseman’s choice that is within 100 feet of him and aware of him must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Headless Horseman’s Frightful Presence for the next 24 hours.

When he is defeated most of the Headless Horseman’s equipment falls to the ground, the magical energies suffusing them fully dissipated—except for the macabre collection of bones linked together to form his unholy whip.

SPINAL WHIP

Weapon (whip), very rare (cost 7,000 gp)
Crafting Components: Corpse of a bone devil

This magic whip deals 1d6 bludgeoning damage, and when you hit a living creature with an attack using it, the target takes an extra 1d8 necrotic damage.

When you attack a living creature with this weapon and roll a 20 on the attack roll, it rattles with the death throes of the damned. Each creature of your choice in a 50-foot radius extending from you must succeed on a DC 18 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 50 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

Description

Although a common motif in European folklore, the Headless Horseman didn’t really get its footing until The Legend of Sleepy Hollow. In the American tale, a Hessian soldier called Ichabod Crane loses his head when a cannonball decapitates him and, buried without it, he rises to find it.

There are other myths around the world with similar themes. The Dullahan in Ireland is an Unseelie fairy that knows precisely where its head is—tucked under one arm—and wields a spine-whip in one hand. In Scotland he’s got no head again, but neither does the horse. In England it gets a little creeper with Gawain and the Green Knight; after being beheaded, the Green Knight picks up his own head and declares he’ll be back to challenge Gawain again in a year’s time. Germans like to give him a horn and sometimes fire-licking bloodhounds, but the Indians have the coolest version: jhinjhārs, heroes that are too stubborn to die and instead fight to protect innocents from unjust or wrongful deaths.

Our Headless Horseman here is the Ichabod Crane myth, with a healthy dose of the Dullahan and its spinal whip.

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.