Headless Horseman

Medium undead, chaotic evil

Armor Class

13

Hit Points

27 (5d8 + 5)

Speed

30 ft.

Skills

Perception +3, Stealth +5

Damage Resistances

necrotic, bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60ft.

Languages

-

Challenge

3

Turn Resistance

The headless horseman has advantage on saving throws against any effect that turns undead.

Actions

Multiattack

The headless horseman makes two attacks with its greataxe or one magical pumpkin attack.

Greataxe

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.

Flaming Pumpkin

Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage.

Headless Horseman

Medium fiend, lawful evil

Armor Class

15 (chain shirt)

Hit Points

153 (18d8+72)

Speed

30 ft.

Saves

Con +7, Cha +6

Skills

Animat Handling +5, Perception +5

Senses

darkvision 120 ft.

Languages

understands Common, Abyssal, and Infernal but can't speak

Challenge

8

Mounted Combatant

The horseman can force an attack targeted at its mount to target itself instead.

Ride-By

While mounted, the horseman and its mount don't provoke opportunity attacks when they move out of an enemy's reach.

Actions

Multiattack

The horseman makes two melee attacks.

Vorpal Longsword

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) slashing damage. When the horseman rolls a 20 on the attack roll, if the damage would reduce the creature to 0 hit points, the horseman cuts off the creature's head.

Jack-o'-lantern (Recharge 6)

Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 14 (4d6) fire damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or become stunned until the end of the horseman's next turn.