Magic Resistance. The horseman has advantage on saving throws against spells and other magical effects.
Fearsome Presence. Each creature of the Headless Horseman's choice that is within 60 feet of the Headless Horseman and aware of it must succeed on a DC 16 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 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 Frightening Presence for the next 24 hours.
Phantom Light Horse. The Headless Horseman is always encountered mounted on a coal-black horse. This steed is not a separate creature. Rather, it is a part of the Horseman's physical form and shares the Horseman's statistics, damage adjustments, and condition immunities.
It is always under the Horseman's complete control and cannot be turned. The Horseman cannot dismount voluntarily and will attempt to remount as soon as possible if forcibly unhorsed. If separated, the steed continues to use the Horseman's statistics but can not attack.
If the steed is somehow banished or takes more than 15 points of damage whilst separated from the Horseman, its body evaporates in a black mist. The Headless Horseman can summon a new steed as a lair action if required (this new steed is also part of the Horseman's own physical form and does not count as a separate or new creature).
Ride By. While mounted, the Headless Horseman and his steed do not provoke opportunity attacks.
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Legendary Resistances (3/Day). If the Headless Horseman fails a saving throw, he can choose to succeed instead.
Multiattack. The Headless Horseman takes 3 attacks with his saber or throws his skull one time.
Saber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) necrotic damage.
Flaming Skull. Ranged Weapon Attack: +7 to hit, range 60 ft., 15 ft radius sphere. Hit: 10 (3d6) fire damage The target must roll a Dexterity Save (DC 16). On success, take half damage. On failure, take full damage and be knocked prone.
Reaction Name. Enter the description for your action.
Upon turn beginning restores one legendary action use, legendary actions can be used twice per turn. Has a maximum of 3 stored legendary actions.
Behead (costs 3 actions). If an adjacent humanoid creature is reduced to zero hit points, the Headless Horseman may behead that creature. The creature immediately dies. Once the Headless Horseman takes one or more heads in this way, it will not re-manifest for at least 24 hours.
Move (Costs 1 Action). The headless horseman moves up to half of its speed.
Summon the March (costs 2 actions). The headless horseman reveals a finely crafted lute and plays a haunting melody which summons 1d4+1 of the restless spirits from the March to Ravenloft. The spirits act on their own initiative and fight at the command of the headless horseman.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
The Lair of the Headless Horseman is the road itself. Once the horseman appears, the road bends to it's will and presence.
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 calls up the Restless Marchers to fill a 30 ft radius at a point within 120 ft of the horseman, causing the area to become difficult terrain for any creature without Incorporeal Movement. The restless spirits remain until the initiative count of 20 on the next round.
- A natural fog rolls in from the tree line as though the fog cloud spell had been cast on a point within 120ft of the horseman. The fog lasts until initiative count 20 on the next round.
Previous Versions
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12/29/2020 7:30:35 PM
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75
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Coming Soon
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