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5th ed Headless Horseman For Halloween Need Review
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<blockquote data-quote="Remathilis" data-source="post: 6742822" data-attributes="member: 7635"><p>Damn, I was just about to post my own version. Well, here's mine.</p><p></p><p>HEADLESS HORSEMAN</p><p>Medium undead, neutral evil</p><p>Armor Class 13 (leather armor)</p><p>Hit Points 105 (14d8 + 42)</p><p>Speed 30ft.</p><p>STR DEX CON INT WIS CHA</p><p>18 (+4) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 16 (+3)</p><p>Damage Resistances fire (when mounted), bludgeoning, piercing and slashing from nonmagical weapons</p><p>Damage Immunities poison</p><p>Condition Immunities blinded, exhaustion, frightened, poisoned</p><p>Senses blindsight 60ft (blinded beyond this point)., passive Perception 13</p><p>Languages understands Common and Infernal, but cannot speak</p><p>Challenge 5 (1,800 XP)</p><p>Headless. The Headless Horseman is immune to vorpal weapons or other attacks that target its head. It can still “see” using blindsense and hear normally. </p><p>Master Horseman. The Horseman cannot be dismounted unless its steed is killed. It can force an attack targeted at its mount to target it instead.</p><p>Rejuvenation. When the Headless Horseman’s body is destroyed, its soul lingers. After 24 hours, the horseman reforms and regains all its hit points. Only reuniting the Horseman with its head will stop this from occurring. </p><p></p><p>ACTIONS</p><p>Multiattack. The Headless Horseman makes two battleaxe attacks.</p><p>Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) bludgeoning damage plus 4 (1d8) fire damage</p><p>Flaming Pumpkin Bomb. Ranged Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 10 (3d6) fire damage. </p><p>Frightful Laugh. The Headless Horseman emit a cackling laugh, causing those who hear it to panic. Each non-undead creature within 60 feet of the Horseman that can hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Horseman's Frightful Laugh for the next 24 hours. </p><p></p><p>NIGHTMARE (See MM)</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6742822, member: 7635"] Damn, I was just about to post my own version. Well, here's mine. HEADLESS HORSEMAN Medium undead, neutral evil Armor Class 13 (leather armor) Hit Points 105 (14d8 + 42) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 16 (+3) Damage Resistances fire (when mounted), bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities poison Condition Immunities blinded, exhaustion, frightened, poisoned Senses blindsight 60ft (blinded beyond this point)., passive Perception 13 Languages understands Common and Infernal, but cannot speak Challenge 5 (1,800 XP) Headless. The Headless Horseman is immune to vorpal weapons or other attacks that target its head. It can still “see” using blindsense and hear normally. Master Horseman. The Horseman cannot be dismounted unless its steed is killed. It can force an attack targeted at its mount to target it instead. Rejuvenation. When the Headless Horseman’s body is destroyed, its soul lingers. After 24 hours, the horseman reforms and regains all its hit points. Only reuniting the Horseman with its head will stop this from occurring. ACTIONS Multiattack. The Headless Horseman makes two battleaxe attacks. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) bludgeoning damage plus 4 (1d8) fire damage Flaming Pumpkin Bomb. Ranged Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 10 (3d6) fire damage. Frightful Laugh. The Headless Horseman emit a cackling laugh, causing those who hear it to panic. Each non-undead creature within 60 feet of the Horseman that can hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Horseman's Frightful Laugh for the next 24 hours. NIGHTMARE (See MM) [/QUOTE]
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