13
27 (5d8 + 5)
30 ft.
Perception +3, Stealth +5
necrotic, bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
exhaustion, poisoned
darkvision 60ft.
-
3
The headless horseman has advantage on saving throws against any effect that turns undead.
The headless horseman makes two attacks with its greataxe or one magical pumpkin attack.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.
Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage.
15 (chain shirt)
153 (18d8+72)
30 ft.
Con +7, Cha +6
Animat Handling +5, Perception +5
darkvision 120 ft.
understands Common, Abyssal, and Infernal but can't speak
8
The horseman can force an attack targeted at its mount to target itself instead.
While mounted, the horseman and its mount don't provoke opportunity attacks when they move out of an enemy's reach.
The horseman makes two melee attacks.
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.
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.