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Headless Horseman

Medium undead, chaotic evil

Armor Class 13
Hit Points 27 (5d8 + 5)
Speed 30 ft.

14 (+2) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 5 (-3)

Skills Perception +3, Stealth +5
Damage Resistances necrotic, bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered wepaons
Damage Immunities exhaustion, poisoned
Senses darkvision 60ft, passive Perception 13
Challenge 3 (700 XP)

Special Traits

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


  • 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.


Among the most terrifying sights in Feyland is this monster galloping down a forest trail. The headless horsemen are minions of the Skeleton King. A number of these strange riders are in the service of the Fall Court, a division of the Unseelie Court. They are always found riding a flaming nightmare.

Joined at the Hip. The mount of the horseman will obey it and fight to the death to protect the rider. The rider cannot be knocked off and does not dismount. However the nightmare cannot use Ethereal Stride until the rider is slain.

Undead Nature. A headless horseman doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

Monsters of Feyland A Collection Of Monsters For 5th Edition © 2018 Cawood Publishing, Author Andrew Cawood