Fear of Pumpkins. Whenever an enemy starts their turn within 15 ft. of the Horseman the take 2 (1d4) psychic damage and must make a DC 20 intelligence saving throw or become incapacitated until they leave the area within 30 ft. of the Horseman.
Deathly Focus. The Horsemann can select a creature to focus on at the start of his turn. While focusing on a creature the Horsemann can walk through other creature and has advantage on attack rolls against the creature however he has disadvantage on attack rolls against other creatures. If he takes 20 or more damage in one turn his focus is broken and all creatures within 15 ft. of him take psychic damage equal to twice the damage dealt that broke his focus.
Hit Points Adjustment. The Horsemann does not actually have 1 hit point maximum, he instead has a 100 hit point maximum for every enemy he is engaging during the start of combat and this maximum remains unchanged until either the Horsemann's enemies have died or he has died.
Headless Horsemann's Headtaker. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 60 (9d12 + 10) force damage plus 10 (5d4) necrotic damage and the target must make a DC 20 constitution saving throw or have their hit point maximum reduced by the amount of necrotic damage taken for 1 hour. If the attack kills the target the Headless Horseless Horseman regains all his hit points and can take another turn.
Necro Smasher. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 60 (9d12 + 10) force damage and a thunder wave erupts in the direction the Horseman attacked in a 30 ft. line. All creatures caught in the line must make a DC 20 dexterity saving throw or take 20 (5d8) thunder damage and be knocked prone.
Undeath! The Headless Horseless Horsemann rips a literal cadaver out of the ground and summons 1d6 skeletons or 1d6 zombies that act as an ally of the Horsemann and act on the same initiative. If the Horsemann kills one of them with his Headtaker he doesn't regain hit points or receive an extra turn but instead gains temporary hit point equal to the amount of health the creature had remaining. The Horsemann can have up to 100 zombies or skeletons summoned at once in this way.
Skeleton's Claws (Recharge 4-6). The Horsemann causes arms made of bone to erupt out of the ground and wrap around a large or smaller creature within 60 ft. of him. The creature must make a DC 20 dexterity saving throw or be grappled and restrained and take 14 (4d6) bludgeoning damage. The creature can attempt to escape making a DC 18 strength saving throw at the start of their turn or another creature can make the saving throw with advantage to break the restrained creature out. The bones automatically fade to ash after one minute.
Relentless Slasher (Recharge 6). The Horsemann slashes at a creature within reach making 2d4 Headtaker attacks. The Horseman gains 10 temporary hit points for every hit he lands against the target, however every attack he misses in this way hits him instead and deals 5d6 force damage to him.
Goring Rush (Recharge 5-6). In response to a creature with a hit point maximum greater than 50, dying within 30 ft. of the Horsemann, the Horsemann takes the dash action without expending any of his actions and then makes a critical Headtaker attack against them. If the attack kills the target he immediately recharges his Goring Rush and can use it again (This effect can occur up to 5 times).
Description
Horsemann: *Causally stomping a medic into the pavement* "Do, do, do, do, do, do, do, do..."
Demoman: "OH NO, HE JUST KILLED OUR MEDIC!"
The Headless Horseless Horsemann is a TF2 Halloween boss who was originally Silas Mann in life that mercilessly hunts down and kills all the living he sees.
Whenever the Horsemann is killed his remains decay into a disgusting pile of ashes and rotted gore and he automatically drops the Horsemann's head which acts as a Dread Helm but grants immunity to scared condition and a +3 bonus to your AC, his bones which can be ground into a 50 pounds of a bright white powder that can be used as blasting powder, his Hand Me Down cloak which grants the wearer immunity to necrotic and poison damage and causes them to absorb 1d6 hit points whenever a creature heals within 30 ft. of you, as well his Headtaker which acts as a Vorpal Sword that grants the user 3d6 temporary hit points whenever you kill a creature with it.
-
View User Profile
-
Send Message
Posted Mar 7, 2026No photo this time, search up Horseless Headless Mann if you want to see it.