Fearsome Presence. Any non-undead creature that starts its turn within 60 feet of The Horseman must make a DC 18 Wisdom saving throw. On a failed save, the creature becomes frightened of The Headless Horseman 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 Fearsome Presence for the next 24 hours.
Fey Ancestry. The Headless Horseman can't be put to sleep.
Spitfire, Stead of Vengeance. The Headless Horseman always arrives atop his own nightmare stead named Spitfire. The Nightmare acts on the Horseman initiative order but only takes the dodge action (unless commanded otherwise) and remains on the outskirts of the battle until summoned if the Horseman dismounts it. Their first turn in battle is always to make a running pass at their targets, using all The Headless Horseman's multiattacks on as many seperate targets they can reach within Spitfire's movement speed. After the first turn, The Horseman and Spitfire can act at will.
Spitfire is loyal only to The Horseman, has immunity to the Charmed condition and transfers its immunity to fire damage to the Horseman, but only when he's mounted on Spitfire. They share a telepathic bond, communicating by emotion rather than words. If The Headless Horseman dies in battle, Spitfire will use its reaction to flee using its Ethereal Stride action, otherwise it will do so on its next turn. When Spitfire dies, The Headless Horseman will stand and fight to the death.
Born to the Saddle. The Headless Horseman has advantage on saving throws to avoid falling from the Nightmare. If he falls off his mount and descends no more than 10 feet, he can land on his feet if he's not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Ride By. While mounted, the Headless Horseman and his Nightmare do not provoke opportunity attacks.
Innate Spellcasting. The Headless Horseman's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no verbal or material components:
At will: plane shift (self only)
4/day: compelled duel, earthbind, hold person, searing smite
2/day: dispel magic, grasping vine
1/day each: staggering smite, destructive wave (necrotic)
Legendary Resistances (3/Day). If The Headless Horseman fails a saving throw, he can choose to succeed instead.
Fey Step (Recharge 5-6). As a bonus action, The Headless Horseman can teleport up to 30 feet to an unoccupied space it can see. The space he left and the space he appears explodes in a swirl of red rose petals and yellow maple leaves, like a bonfire spiralling in the wind.
Marshal Undead. Undead creatures that start their turn within 60 feet of The Headless Horseman must make a DC 18 Wisdom saving throw or they become charmed by him. The charmed target/s regard The Horseman as a trusted ally to be heeded and protected, following and understanding his unspoken directions.
Additionally, unless The Headless Horseman is incapacitated, it and other undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Multiattack. The death knight makes two Vorpal Axe attacks.
Vorpal Axe. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. When The Horseman attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, it deals an additional 6d8 slashing damage. If this damage reduces the target to 0 hp, its head is cut off, it falls to the ground in the same space as the target and it is dead.
Claim The Trophy. Once The Horseman decapitates the head from a target, he can then retrieve the head as a bonus action. The Horseman tests the fit of the head on his own neck and upon the failing fit, he then ties the head to his belt. A dead creature cannot be revived while its head is in The Horseman's possession.
Share the Trophies (1/Day). The Headless Horseman summons 4 (1d6+1) vargouille from his collection of severed heads on his belt. A player character's head taken as a part of Claim the Trophy cannot be used in this way.
Hellfire Orb (1/Day). The Headless Horseman reaches to the space his head would be where a grotesque grinning pumpkin-like head manifests in a ball of flames. The Horseman then hurls this magical ball of fire at a point it can see within 120 feet of it, exploding on impact. Each creature in a 20-foot radius sphere centred on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.
The Headless Horseman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Headless Horseman regains spent legendary actions at the start of its turn.
Attack (Costs 2 Actions). The Headless Horseman attacks once with his Vorpal Axe.
Compel Undead. An undead within 30 feet of the Headless Horseman uses its reaction to make one attack against a target of the Horseman's choice within the undead's weapons range.
Command Spitfire. The Headless Horseman commands Spitfire to cease its current course of action or attack its assailants. if the latter, Spitfire will use its reaction to make one Hooves attack against a nearby creature.
Mount Steed . The Headless Horseman signals the Nightmare whom moves up to its movement speed without provoking opportunity attack to an unoccupied space next to or above him. The Horseman then mounts the Nightmare.
Description
Tranquility's End
Long ago, an autumn eladrin who's name has been long forgotten travelled from the feywild to the small community of Tranquility. He and his entourage of disguised centaur and satyr were sent by their Archfey patron to help rid the villagers of a terrible monstrosity that had befallen their lands, feasting on their livestock, spoiling their crops and picking off their farmers. The Archfey's ulterior agenda to bolster their own followers went according to plan after his emissaries slew the creature plaguing Tranquility, whose citizens fell in love with the charming hero and his patron in turn.
All seemed like a fairytale ending, till the jealousy of the town's mayor, Eli van Hassen, had the eladrin and his entourage framed for heinous crimes against the mayor's daughter. The townsfolk quickly turned from adoring fans to angry mob and somehow subdued the fey, murdering the entourage where they fled and executing the eladrin by public beheading in the middle of the crossroads of the mayors estate. The mob dumped his body off the nearby bridge and into the running water below, his body coming to rest under a yellow maple tree on gentle curve in the river. The Archfey patron had already sworn vengeance against all involved and their families for generations to come, before the eladrin's head had even come to a stop under a nearby rosebush.
The next morning, van Hassen, his daughter Tahlitha and many of the townsfolk present at the killings woke up in a land that was a grotesquely beautiful reflection of the surrounds they knew. But that wasn't all. The moment the lost citizens ventured out of their homes and onto the feywild reflections of their own streets, they were greeted by the rolling peel of approaching hooves, like distant thunder before the storm. Those who stayed outside were quickly confronted with the eladrin risen again, headless and seeking revenge. He decapitated his murderers one by, testing to see if their head can fit his own, finally hunting down the mayor at his fey reflection manor. However, the gates of the van Hassen estate mysteriously kept him at bay. To this day, he waits till the mayor and his people leave the grounds to take his final head.
The Horseman and his entourage are forces of nature of the Endless Road. They appear almost anywhere, at any time, and demonstrates no motivation other than slaughter, the search for his own head and exacting revenge on all linked to his murder; those who stumble through the bleed between the feywild and the material plane and those in still in Tranquility. None are innocent as per the curse of the Endless Road.
The Endless Road
To the average adventurer he appears seemingly at random, when in actual fact he can sense anyone travelling the Endless Road and chooses his quarry precisely. Sometimes he attacks instantly; at other times he harries foes for hours, letting them escape so that he might ride them down once more. He most frequently appears where the road is wide, or where numerous paths converge, allowing him a wide field of battle. Those who try to flee the Endless Road are either run down by the Horseman or find themselves on a never ending, featureless highway, lined with dense forest and repeating the same twists, turns and straights until they perish, go mad or turn back.
The Horseman’s arrival is heralded by a sudden clouding of the sky, a moaning wind, a swirling of autumnal leaves and a damp, rising mist until little of the world beyond the road is visible. Day or night, the light that shines through the clouds takes on the sickly blue of the moon.
The Horseman appears amid thundering hooves atop a stead the locals have dubbed Spitfire. A headless apparition in red jacket with gold embellishments, white soldier's uniform and weather torn cloak fanned out behind riding a stead of spitting flames. He stands in a saddle of blackest leather, and holds aloft a blood-stained axe, it's unimaginably sharp edge gleaming in the moonlight above and flames from below.
Bound to the Road.
The Headless Horseman is a force of nature, a wave of slaughter crashing along the the winding Endless Road and any thoroughfare that branches from it. He can sense and track any being on the road, specifically knowing and hunting those directly linked by family, patronage or favour to his murderers.
However, he is solely bound to the road itself, unable leave it by any means. Riding his Nightmare companion, he can fly from the ground, but the force holding the Horseman at bay is still present above ground level.
Additionally, any creature within 100 feet of the Headless Horseman also becomes bound to the road. When a creature tries to flee from the Horseman through the thick tangle of feywild trees, they emerge back onto the road on the opposite tree line at the end of their movement, regardless of the distance they chose to move.
Finally, the Headless Horseman cannot cross any body of water he himself could not jump (20 feet with a running start or 10 feet from stationary), even on the back of Spitfire. Therefore, the wooden roofed bridge at either "end" of the mapped, "known" area of The Endless Road becomes a barrier the Headless Horseman cannot cross. He can enter the bridge above the flowing river below, but he cannot step foot on the other side of the bank.
Curse of the Horseman.
Any who have ties to the van Hassens or those who executed the Headless Horseman are marked for revenge for generations to come. Their descendants in either the Feywild or the Material Plane become the Headless Horseman's quarry. In the Material Plane, those who enter the derelict van Hassen estate, even accidentally and in the Feywild, any who strike a deal with, do or owe a favour to, take refuge from Eli van Hassen or his employ become the Horseman's quarry also. The Headless Horseman comes for his quarry's heads either the following dusk, the moment they step foot on the Endless Road or at dusk on the birthday where they turn the same age as their descendant.
Additionally, Tranquility and The Endless Road will not be rid of the curse of The Headless Horseman till he takes the head of Eli van Hassen or his own head is reunited with with his own body. If the Headless Horseman dies, his body slowly crumbles into a cloud of orange embers, red rose petals and yellow maple leaves, like charred remains drifting away on a breeze. He then rises again the next dawn at the site of his grave on the plane of existence he last died.
Lair and Lair Actions
The Endless Road seems literally to have no end. While some travellers find themselves eventually returned to paths in the real world, or other regions of the Autumn Court, most who trod the Endless Road never reach any destination at all. They may walk until all traces of inhabitation are lost behind them, and still find nothing but woods or hills to either side, and the highway stretching—always stretching—before them.
Lair Actions
On initiative count 20 (losing initiative ties), the Headless Horseman takes a lair action to cause one of the following effects; the Headless Horseman can’t use the same effect two rounds in a row:
- A strong gale crashes down the Endless Road at the Horseman's back as though he had cast the gust of wind spell, but as wide as the current stretch of road. The wind lasts until the initiative count of 20 on the next round.
- The Headless Horseman casts create bonfire on three seperate locations within the spell's range.
- A natural fog rolls in from the tree line as though the fog cloud spell had been cast. The fog lasts until initiative count 20 on
the next round.
Regional Effects
The Endless Road spans across the Material Plane and the Feywild, crossing over at the wood roofed bridge at "either end" of the Endless Road itself and outside the sleepy village of Tranquility. In both planes, this is the location where the Headless Horseman's body came to rest after being dumped in the river. The known and mapped stretch of road between the two bridges is dead in the forests of the Autumn Court in the Feywild, unbeknownst to the inhabitants. It is a reflection of the small stretch of road in the Material Plane around the small town of Tranquility and the long abandoned van Hassen estate. In the 150 miles around the area in both planes, one or more of the following effects:
- The Headless Horseman is aware of any creature on the road.
- The area is in a perpetual state of autumn; the trees are in autumnal colour, the sky is often cloudy and usually only parts when the moon is at its zenthin, a light mist covers the ground at night and a cold breeze is often blowing through the forest.
- Wild pumpkin grow virulently, with the pumpkins growing large and naturally with Jack'o'Lantern smiles in the Feywild.
If the Headless Horseman beheads Eli van Hassen or his own head is reunited with his body, these effects fade over the course of 1d12 days.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
11/5/2020 11:56:24 PM
|
33
|
0
|
1
|
Coming Soon
|
|
11/6/2020 12:13:36 AM
|
18
|
0
|
2
|
Coming Soon
|
|
11/6/2020 3:56:22 AM
|
30
|
0
|
2.5
|
Coming Soon
|
Comments