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Large undead, neutral evil

Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 45 ft.

18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 15 (+2)

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities poisoned, exhaustion
Senses darkvision 60 ft., passive Perception 11
Languages understands Common, Infernal, but can’t speak
Challenge 7 (2,900 XP)

Special Traits

  • Death Gaze. When a creature that can see the helhest’s eyes starts its turn within 30 feet of the helhest, the helhest can force it to make a DC 14 Constitution saving throw if the helhest isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the helhest until the start of its next turn. If the creature looks at the helhest in the meantime, it must immediately make the saving throw.
  • Rotting Presence. When any creature that isn’t undead starts its turn within 30 feet one or more helhests, that creature must succeed on a DC 14 Constitution saving throw or take 3 (1d6) necrotic damage plus 1 necrotic damage for each helhest within 30 feet of it.
  • Unsteady. The helhest has disadvantage on Strength and Dexterity saving throws made against effects that would knock it prone.


  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.
  • Withering Gaze. One creature that the helhest can see within 60 feet of it must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.


This three-legged skeletal horse limps along, its heavy gaze filling you with dread.

Helhests are the mounts of Hel, who rules over Helheim.

Horses who are sacrificed are sent to Helheim, and she puts them to good use as mounts of terror and death. Knowing that a helhest can return from the dead if it is the first sacrifice, Vikings cut off one leg so that the corpse cannot easily climb out of the earth. This doesn’t stop Hel from using them however, and the sound of their awkward threelegged canter is a sure sign of death and pestilence.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.