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(Su) Monsters:

The Headless Horseman


Cover Art
Margaret “Didi” Coates
didi@trueartistry.com
http://www.trueartistry.com

The Headless Horseman


Ewan “Pinotage” Conradie
tunawhale@hotmail.com

All For Love


Martin Jenner
martin_jenner@yahoo.co.uk

Play Testing
Mark Gedak
gedakm@imagewireless.ca

Magic Items
David J Jones
djjones@rpgattitude.com

Internal Art
Bradley K. McDevitt
artmann100@yahoo.com

Editing/Layout
The Le
TheLeGames@Gmail.com
(Su) Monsters: The Headless Horseman

Table of Contents
Page 34
Page 03 Monster I: Headless
All For Love, Martin Jenner Fighter, Ewan Conradie

Page 14 Page 36
A Word, Ewan Conradie Monster II: Headless
Sorcerer, Ewan
Page 15 Conradie
Goddess of Vengeance and
Death, Ewan Conradie Page 38
Monster III: Headless
Page 17 Blackguard, Ewan
Summoning a Headless Conradie
Horseman, Ewan Conradie
Page 41
Page 19 Monster IV: True
Headless Horseman Template, Headless Horseman,
Ewan Conradie Ewan Conradie

Page 25 Page 44
The Head I, Ewan Conradie Monster V: Jack-O-
Lantern Horseman,
Page 28 Ewan Conradie
The Head II (true headless),
Ewan Conradie Page 48
Campaign Options, Ewan
Page 31 Conradie Page 55
The Head III (Jack-o-Lantern), OGL
Ewan Conradie Page 49
Magic Items, David J Jones

2
(Su) Monsters: The Headless Horseman

All For Love


Martin Jenner

Part I – Adventure’s End


A heavy mist lay over the countryside as they rode,
settling in valleys and dells, smothering the coast in
featureless white. The peaks and ridges of many
hills rose like islands above the sea of mist, a
labyrinth of broken green. Down in the fog, lost
amid the empty, eerie silence, three figures urged
their horses blindly onward. A fourth horse, a big,
dark charger, was led following unridden, its head
bowed low. Before and behind, the road vanished
into formless grew. Looming shapes passed to
either side, shadows in the fog. No sound broke
through the misty curtain, leaving the rap of their
horses’ hooves to ring unnaturally loud.

“Are we close?”

“I couldn’t say. The fog hides any landmarks.”

The voices were hushed. A third, soft and womanly,


joined them. “I like it not. Dark and wicked things
hide within. They watch…”

The riders fell silent, blurred silhouettes in a


shrunken, grey-walled world. A milestone,
sharpening from indistinction as they grew close,
marked Greensburgh as three miles distant.

“At last, some manner of civilisation.”

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“Barely. The ‘burgh is a sleepy old town, nothing Standing aside as the fur-clad warrior loaded
but farmers and their country ways.” another shovel, the man called Crane nodded
towards a distant figure. The woman who had
The unridden charger stumbled as the man who led accompanied them was a slender shadow in the
it tugged sharply on the rein. “They’ll have a mist, silent and still. “You’ve asked her too, then?”
graveyard, at least.”
“Not me. Hess told me, though, when we spoke of it.
Part II – Resting Place The lady wants the same as we’re giving her
The priest was a frail skeleton, almost in need of a brother.”
grave himself. When the riders roused him from his
sleep he blinked like an owl in the early morning. “You never asked me, Abraham. I’m hurt.”
Dawn had arrived, lent wings of fire by the fog, and
as he stumbled through the last rites the three “I thought you’d have told Katrina,” Abraham
lowered their companion into the ground. Mist emptied the last earth onto the grave and began
flowed over the edge like a waterfall, hiding the patting it down. “You don’t talk to me.”
crude marks of inexpert shovels.
“We speak now, do we not?”
“Good enough?” The man’s slim frame was dry of
sweat, his movements unhurried as they piled “You’re bored.”
earth upon the grave.
Crane laughed. “True enough. But you needn’t
“It’s what he wanted,” his partner replied. A worry yourself, Abraham Bones. I couldn’t care less
plethora of charms hung from his furs, chiming and what’s the manner of my disposal.”
clanking together as he worked. “A cleric’s blessing
was enough for him.” “Is that all you think of this?”

The slender man cocked his head to one side. “You “What else is it? Joseph Hess died when the Drow
discussed such things?” took his head. He’s not what we’re burying.”

“Of course, Crane. Our work is dangerous. It makes Brom Bones considered this, and then cast it aside.
sense.” “We should show our respect, in any case. It’s… the
right thing to do.”

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Crane pulled on his shirt and looked back over the “It is done?” she asked as he approached, without
grave. A thin mist was creeping in to cover it. “And turning to face him.
here we are, showing respect.” He drew a knife and
scraped mud from his shovel’s blade, flicking it “Yes,” the warrior replied, admiring her lilting,
onto the fresh-dug grave. “But don’t fool yourself he doleful voice. “Crane…” He hesitated. “Crane had a
cares one whit. Dead is dead, whether the body lies few words he wanted to say.”
here or back in the dungeon where he fell. Where
his head remains, most likely stuck on some dark “Asking forgiveness of my brother, no doubt.”
elf’s trophy rack.” Brom’s blood quickened as she turned. A fine
woman, and stout-hearted too. “Poor Crane. How
Bones was staring. “He was our friend!” guilty he must feel. I shall speak to him, once he is
done. Perhaps I might lighten his burden.”
“No.” Crane tapped the burly warrior on the chest.
“He was your friend. My attachment was rather “My lady,” Brom blurted. “I had a few words of my
more practical.” own to say.”

Brom turned away, his back rigid. “If Katrina could “Then you should say them now, dear Brom, while
hear you…” my brother’s spirit lingers.”

“She won’t.” “No, my lady. I meant to you. You…” No battle, no


bloody brawl, was harder than speaking now.
“Joseph deserved a better witness to his death,” “You… I think you very fine, and…”
Brom said. “Your practicality had no place at his
side.” Her expression stopped him dead. “You thought
this the best time to make your affection known?”
Crane gave a snort. “Be thankful. Otherwise I’d she asked. “With my kin so recently departed?”
likely be digging both your graves, rather than only
his.” “Katrina, I thought…”

The warrior was silent. “I’ll tell the lady it’s done.” “You clearly did not, sir. Nor can you have opened
He strode away, leaving Crane at the grave. your eyes of late, or if you did some ‘fluence must
have blinded them. I already have a companion,
and one possessing some modicum of sensitivity!”

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“You have a man?” Brom’s world was spinning. He


cursed himself, his clumsy words. Better to stick to
weapons he knew. “Sorry, my lady. I… Sorry.” He
turned to go, like a chastened hound.

“Brom, wait.” Katrina’s words lifted his head again.


“Forgive me. Recent losses…” A tear streaked down
her face. Brom wanted to wipe it away.

“I should’ve known better.”

“You have a good heart, Abraham. I am sorry I


spoke so sharply. Sorry, too, if I acted to encourage
such feelings.”

You saw past the brute I am. You valued my


opinion. I was a fool to take an act of kindness as
something more. “You didn’t do anything, Katrina.”

“You have my apology, nonetheless. You are dear to


me, Brom, and I would not lose your friendship.
This need change nothing between us, nor you and
Crane.”

“Crane? What does…?” Brom blinked as her


meaning struck him. Crane? Clearly it was her that
was blind, not him. She glanced at him waiting for
more. “No, my lady. Nothing.” Perhaps he could
make her see.

Part III - Embers

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The inn was on fire. Crane woke to the smell of suit. The landing was alive with smoke and flame,
smoke and saw the guttering red glow through the busy with the crackle of burning wood.
curtains.
“Take her, Crane!” Katrina gestured towards a
“Katrina!” Beside him, she groaned and rolled away. woman overcome by the smoke and stretched out
He felt his ardour stirring at the sight of her. on the floor. She rolled onto her back, tears
streaming from her bleary eyes. Arcane syllables
“Damn and blast,” he muttered. “Katrina! Wake tripped off her tongue and ice streamed from one
up!” outstretched hand to douse a roaring flame. “Brom!
I must check on Brom!”
“Wha…?” the woman opened bleary eyes to regard
him, halfway to consciousness. “He can look after himself!” Crane called after her,
dragging the unconscious woman awkwardly
“Wake up,” he snapped, pulling on his breeches. behind him. The door to Brom’s room blew open at
“That or burn!” Smoke was seeping into the room, Katrina’s touch. She paused, flame billowing over
billowing over and under the ill-fitting door. her head, then turned and crawled back. Crane was
halfway down the stairs with his burden.
Katrina retrieved her nightdress from the floor, her
movement slow and leaden. “Have you tried the “He must have fled!” She took hold of another fallen
stairs?” she asked dully. figure and followed her companion.

“I’ve hardly had time, woman!” Crane moved to the “Let’s do the same,” Crane reached the foot of the
door, pressing one hand against it. “It’s not too hot. stairs and lifted the woman easily onto his
We should be alright. Gather your things.” shoulders. The taproom was a ring of fire about
him, the door to the courtyard hanging open.
“I have all I need,” Katrina replied, handing him his
knife-belt. In boots and nightdress she stood, “Agreed!”
spellbook tucked under one arm. Crane’s grin was
lecherous. She seemed too tired to notice. “Let us The two headed for the door. A burning beam
go.” crashed down between them, sending fire gusting
about them. Katrina’s nightdress was charring at
Crane threw back the door and was engulfed in the edges, her face dark with soot. Crane could
smoke. He dropped and crawled. Katrina followed smell his burning hair.

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“Another time. We must be gone!” Katrina urged


A gust of wind lifted the flames, howling suddenly him forward and out. The roof collapsed as they
through the inn’s door. A horse as black as death ran, burying the taproom and those luckless few
swept in, hooves thundering on the wooden floor. who remained. A pillar of fire rose towards the
Crane staggered back as it flailed at him, dumping heavens.
the woman he carried. The figure that rode it drew
a shining blade. It turned towards him, mist and “The stables,” Crane said. Sparks from the
smoke roiling about its dark shoulders, and where conflagration had caught amidst the stable’s thatch
its head once sat there were only flames and and that, too, was beginning to go up. The couple
shadows. Crane stood transfixed. The headless dashed inside, the spell of protection flickering. It
horseman spurred its mount forward, sword thrust popped like a bubble seconds later. In their boxes a
like a spear at the slender adventurer. Crane back- dozen horses were screaming, thrashing wildly in
pedalled, tripping over a fallen bench. It saved him. an effort to escape the flames. There should have
As he fell the blade slipped past his shoulder. The been a dozen and two.
horse was above him. He rolled, flames biting, as its
hooves crashed down. The rider was swinging “Daredevil is gone!” Crane roared. “Brom’s
again, fast as a snake. The sword leapt at his abandoned us, the coward!”
throat. Katrina was there. A globe of crackling
energy sprang up about the two of them, the “My brother’s Shadow, too, is missing!”
horseman’s blade rebounding in a shower of
sparks. It struck and struck again, but each time “What of Gunpowder? Your Willow?”
was frustrated. The Inn began to creak as the
flames devoured it. Burning wood fell all about. The “Both here! Both crazed, though. We dare not try
horseman was forced back, while Crane and and saddle them!”
Katrina crouched safe behind walls of glowing blue.
At last the sinister rider wheeled its mount and was Crane threw back the bolt on the first box, opening
gone, plunging through the ruined doorway and out the door wide. The horse leapt away, screeching.
into the night. “Then let them run!”

“What the devil was that?” Crane hissed. Fire licked The horses galloped off into the night and the two of
at the edges of their sanctuary, while the walls of them salvaged what tack they could. As dawn
the inn groaned like a dying man. approached they stood, in soot and char-marked

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clothes, and watched the stables burn. The inn was clutching her arms about her. “The wards cannot
nothing but ash and ruins. keep out the cold, however.”

“What was that rider?” Crane asked. Crane nodded and returned to tending the fire. A
frown crossed Katrina’s face and she took a seat on
“Some powerful spirit,” Katrina replied. “I heard the the log near the flames. “I hope Brom is well.”
locals speak of it. The Horseman of Sleepy Hollow.”
Crane snapped a branch, tossing the pieces into
“What does it want with us?” To that, the wizard the fire. “He deserted us, Katrina. He stole your
had no answer. brother’s horse and left us to the flames. I hope the
horseman hunts him rather than us tonight, and
Part IV – Crossed Blades hunts well.”
The fog was settling in as night fell. Through the
trees it crept, stealing up on the campsite like a “How can you say such things?” Katrina asked. A
thief. A man was crouched low in clothes much bitter wind roused the skeletal trees to life and
marked by flames, feeding wood into the fire. As the rustled the pages of her spellbook. “Long years has
fuel hissed and crackled, sending sparks high to Brom been a companion of ours. He would not
circle the clearing, Katrina appeared like a ghost leave without reason, and not with what belongs to
from the darkness. another.”

“It is done,” she said, and Crane leapt to his feet Crane retreated to his lady’s side. “You think too
wild-eyed. Dark and long-limbed trees pressed close much of him, Katrina.”
about. “My apologies, Crane. I did not mean to
startle you.” “And you too little. Brom is a good man, and a loyal
one. He would not abandon me.”
Crane slipped his knife back into its sheath. “No
matter. You’ve lain your wards?” “You? Ah, I see. How tragic. Perhaps the man is
jealous, then. Desire can drive one to do terrible
“I have.” The wizard tucked an errant tail of her things.” A shadow passed across Crane’s features.
charred nightdress into the breeches they had
salvaged from the inn’s ruin. “Tonight, at least, no “Mock him not. I cannot imagine what might have
malevolent spirit shall touch us.” She shivered, befallen him, but he is a loyal friend. Whatever
keeps him from our side must be grave indeed.”

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Katrina had an arrow nocked, though her hands


“Perhaps you would prefer it if he were here, shook from the cold.
instead of me?”
Three riders slipped out of the mist, shadows that
Katrina stood, moving away and closer to the fire. faded to men as they drew close to the fire. Each
“You sound like a sullen child, Crane. It…” carried a sword, and rode easily. “Our thanks,” the
leader said. “Might we persuade you to share your
“Hello the camp!” a voice called from the darkness. fire tonight? ‘Tis too cold to sleep without one, for
Crane sprang up, drawing a blade. He and Katrina sure.”
exchanged worried glances.
Crane shook his head. “Make your own. Unfamiliar
“Easy now, we’re coming in. Don’t shoot, lady.” swords mean poor sleep for honest travellers.”

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horseman stood over Crane, who was struggling to


“Come now,” the leader said, spreading his hands stand, and swung…
wide. “No need for unpleasantness. I can see you’re
a savvy fellow, so I’ll be straight with you. We’re The blow was checked. Katrina stood before her
bandits, true, but tonight we’re cold and hungry companion, eyes tight shut, the blade a hair’s
same as you. The hollow’s a poor place to rest a’ breadth from her neck. The moment stretched, the
night and we’d rather see morning’s light this side players locked in tableau, and then Crane swept up
of the veil.” He reached down and slowly drew his the bandit’s sword and thrust deep into the
sword, tossing it down beside the fire. “Take my horseman’s side. It danced its screaming mount
blade, if it’ll soothe your fears, and let us share a away, wrenching the blade from Crane’s hands, and
tale or two tonight.” took off as if the wind itself lent speed to its
passage. Crane pushed past the stunned Katrina.
Crane paused, but the decision was made for him. “Brom!” he roared at the silent forest. “I know it’s
Katrina lowered her bow, just as a chill wind set you, Brom!”
her to shivering again. Crane reached down to take
the offered blade, and that bitter breeze swelled into Part V – The Culprit
an icy gale. The horses stamped their feet and The horseman had a good start, and the chase
threw back their heads; the three men struggling to ultimately lasted a long while; the culprit was
control them. finally caught. The rider had a knife at his throat
before both feet were free of the stirrups. Half
The mist swirled, and suddenly among the trees a dismounted, he tried to breathe lightly.
dark horseman stood. In one hand a jack-o’-lantern
leered, and the horseman lifted it high. All stood “If you’ve a reason I shouldn’t cut your throat, give
transfixed. The lantern flew from the horseman’s it now,” Crane growled in his ear.
hand, shattering against Crane’s forehead and
tossing him down amid the autumn leaves. The “Hold, Crane!” Katrina emerged from the darkness
bandit leader cried out once for his sword then was of the cave mouth into the moonlight. “Release
cut down, as the horseman as swift as shadow. One him!”
of the bandits wheeled about and fled, howling his
fear, while the other drew his sword and charged. “Have you lost your mind? It’s him, don’t you see?”
Mist danced about them as their blades clashed,
but the bandit lost first his hand and then his life. “I see nothing but your baseless accusations,
As his body slumped from the saddle the headless Crane. Again – release him!”

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what was taken of him. Perhaps she’d see…” His


“Let me speak, at least.” Brom brought his foot eyes were hard. “I found more than I’d bargained
down from the stirrup, wincing. “The knife, Crane.” for. Katrina… Crane isn’t the man you think.”
The slender man lowered his hand, stepping away.
Not fast enough. “Bastard!” Brom’s fist sent him Crane’s eyes narrowed. A dark stain was spreading,
sprawling, spitting blood and teeth. The warrior had soaking the bandage beneath Brom’s furs. “You,
no chance for another blow as Katrina stepped though, are all I knew you were! I marked our
between them, fire in her eyes. tormentor, and there you stand with a matching
wound.”
“Are his wild imaginings true, then? Do you betray
me, Brom?” “Brom touched his side and his fingers came away
red. “Made by an elven blade,” he said. “Taken in
“He’s the horseman!” Crane spat from the ground. honour, that Joseph might be whole again.” Katrina
“How else could it have come through your wards flinched at her brother’s name. “At least, once I’ve
last night? No dark spirits could touch us, you said. avenged him.”
Well there’s your answer! No spirit, only a jealous
fool!” “Speak plainly, Brom.” The wizard’s words were
soft.
“Spirits? Katrina, I don’t know what lies he’s been
spinning, but I haven’t seen you in days.” “The elves didn’t kill your brother, my lady. Crane
did.”
The wizard stood silent, a wall between the two. In
the forest beyond, unheeded, the mists began to “No,” Katrina turned away, stepped away. Crane
gather. Crane had regained his feet, and wiped the only laughed, though it rang hollow. The two men
blood from his chin. faced each other, wary.
“What happenstance then, that you should vanish
when you did. Where have you been, if not “You’ve doomed yourself, Bones! This nonsense
masquerading as some local ghost?” won’t win her, nor save your life.”

Brom’s smile was bittersweet. “I returned to the “You know the truth, Crane. No glib words can hide
tunnels,” he said. “The home of the Drow. I thought it.” Brom moved carefully as they circled, clutching
I could prove myself a better man than you. Honour his injured side. “I’m sorry, Katrina. But he
my lady and her brother’s memory, by returning murdered your brother. He murdered Joseph.”

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“Forget him!” Crane said, spurring the big horse up


“Brom…” Katrina murmured. “Tell me Crane is the valley. The horseman’s sword cut the wind as it
mistaken. You… It is not you who plagues us… is closed with them. “You couldn’t keep her from me
it?” before!” Crane shrieked. “I’ll not let you now!” A
dagger zipped through the night, sparking against
The warrior looked stricken. “My lady… Katrina. the horseman’s parry. Katrina let herself roll from
Look behind you, and find out.” the horse’s back, landing hard. “No!” Crane reined
Katrina whirled. At the mouth of the valley the in, turning. “My love…”
headless horseman stood, silhouetted against the
moon. It reared its mount, wheeled and came down The horseman’s blade swept Crane’s head from his
the valley like the wind. Crane stood. “If not you,” shoulders. Katrina buried her face in the grass.
he spat at Brom. “Then what?” “Not yours,” she sobbed. “Not yours.”

“Put this aside!” the wizard hissed. “Your quarrel Brom found her with the dawn. His chest was a
could be our deaths!” mess of blood and he leaned on his axe like an old
man with his stick, but he found her. “It’s gone,” he
“For now, then.” Brom moved to his saddlebags. An announced. “Took Crane’s head and left us alone.”
axe appeared, edge glinting in the moonlight. The
horseman was almost upon them. Katrina gathered “If we were to visit my brother’s grave,” Katrina
a curse. “Wait!” Brom cried, but not at her. Crane said, “what would we find?”
found the stirrups and drove Gunpowder straight at
him, knocking him aside. As the warrior crashed Gunpowder was grazing the sparse yellowed grass
down he swept Katrina up into the saddle behind nearby, but he lifted his head and came over when
him as he rode away with her. Brom whistled. “Shall we see?”

“Brom!” the wizard cried. “No,” she said. “Let him have his peace.”

~End

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A Word

T
he mound of stones rose three feet above head firmly at the front of the saddle. And so, the
the plains. Around it, the cold dusk air headless horseman charged into the night.
wafted across the open grassland silently
drifting, and a few stars flickered behind Welcome to (Su) Monsters: The Headless Horseman,
shadowed clouds as the night grew deeper and a book from The Le Games detailing the origin and
darker. Out on the plain a stone from the mound background of the headless horseman, and
shifted in brief vibration before toppling off and providing a template for GMs to create their own
rolling onto the grass. The other stones moved, not headless horsemen to exact vengeance by death on
only rolling off the mound but some flew outwards their chosen victims. (Note that Headless Horseman
as if by magic. One by one they fell off, clearing the and Headless Rider is uses interchangeably in this
area beneath the mound to reveal damp brown soil book). Whether you wish to create a rider to
and a myriad of beetles and worms. torment a small village or a powerful necromancer
to challenge a city or province, the headless
The wind paused to take a look, and it didn’t need to horseman template offers a bloodthirsty undead
stare for long. Earth, soil, and stone erupted from the menace to add to your campaign. In addition, this
spot, flyng in all directions. The ground swirled and book provides plenty of suggestions on how to use
revealed in its wake a gaping hole and the silhouette headless riders in your campaign, including rituals
of a lone figure. The figure was clad in dark grays for summoning them and suggestions for plot
and old clothing long lost to time and fashion. A thick hooks. Whatever the purpose, the headless
swarthy cloak enshrouded the figure as it clambered horseman is bound to drive fear into the most
out of the hole and came to stand on the plains. The stalwartly characters.
arrival of the once buried creature was followed by a
demonic shriek – a low toned, yet ear-splitting sound --Author, Ewan Conradie
that carried into the night. An instant later a dark
black, horned black steed stood beside the lone
figure. The steed pawed the earth violently, snorting
vengeance and anger from its flaring nostrils, and
the figure bent down and picked up its head.
Mounting swiftly, the figure grasped the decapitated

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(Su) Monsters: The Headless Horseman

Goddess of Vengeance and Death


Some called her Death. Some Her priests adorned the temple
called her Vengeance. Her walls with images and mosaics of
followers were murderers, death and destruction, made
scorned lovers, sinister servants of the dead by creating
necromancers, lost souls, cheated the undead, and performed their
businessmen, pillagers of the ceremonies and rituals in the
innocent, and numerous others drab gray colors of their deity.
who found the ways of vengeance She granted them the powers of
appealing. Her symbol, a blood- death and vengeance, and they
soaked sword embedded into a served her loyally and well.
gravestone adorned the archways Though hidden from society,
to her desecrated and hidden most knew of them and what
temples, stood firm on the pillars they did, and some would even
of gates leading to graveyards, know how to seek them out. Her
and was worshipped by the vile followers were feared and
and despicable. respected, fulfilling a role in
society that many believed the
She was one of a kind – violent, immortal, strong- law could or would not.
willed, and powerful; a deity of lust and passion in
all that she did. Her people filled her temples with Her realm was a coterminous plane to the outer
the smell of the dead, the perfume of exacted planes where the deities of the worlds reside. In her
vengeance, and the incense of a remorseless killing. halls she fulfilled her potential and her pledge to
The temple priests were always there to listen to the her worshippers, while her mounted riders guarded
cravings of society, and fulfill them according to her realm and traveled the pathways on her behalf.
secret and deadly desires. Nothing was beyond Her riders were her personal guard, the tall and
what her people could do, as she had given them powerful warriors of death that had served her well
free reign within her mandate. in life, and had now come to serve her in the
afterlife. They were her children, riding an

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assortment of strong and powerful fiendish beasts as it remained, she could find a little delight in
while doing their service with fervor and passion. what she could achieve.

But fate catches up even with immortals. Her In mortal worlds her followers and worshippers
passions had carried her beyond her mandate; her were scattered, but not dismissed. The chaos
power beyond what was acceptable. And in the following her death brought about numerous cults
blink of an eye she was killed – her head cloven devoted to the rising of so-called new gods, while
from her body by the sword of a deific assassin. Her others believed that she would return. Temples
riders were powerless to stop were abandoned; new ones were
this; they were powerless to created to other gods, and her
prevent the death of the goddess following weakened and almost
they served. And so a goddess of disappeared. Until those most
vengeance and death was slain, faithful on the mortal realms,
and the consequences of her devoid of all their power, lured
death resounded across her those living of her remaining
realm. servant riders from the corners
of her outer realm, and so learnt
Despite her death, her immortal the truth. And from the power of
essence lived on in another form, truth, the essence of the goddess
free of the constraints of this of death and vengeance came to
world and of the planes, but with life again and, in the like of her
limited power. Her essence deathly embodiment, her
remained only to serve the needs headless riders would fulfill her
of her followers, and to fulfill her purpose. For she had died by
most basic purposes. But the decapitation, and so her servants
power was not in her hands and headless riders would be
anymore. It was in the hands of like her, so that those that
her people, who could call upon witnessed the speed and horror
her essence to fulfill the ancient of these headless riders on their
desires of their dead goddess. foul mounts would know that the
And while her anguish would memory and essence of their god
torment her essence for as long lived on and remained.

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Summoning a Headless Horseman


The goddess of death and about her essence and so were
vengeance’s power has been able to create the summoning
diminished to such an extent rituals that could be used to fulfill
that her essence can now only their goddess’ mandate. Each
be used to imbue the body of a ritual, upon completion, would
slain creature with her power call the dead goddess’ essence
and mandate to exact vengeance into being and it would wander
by killing. Such creatures, upon the mortal lands searching for a
completion of the required suitable slain host to become a
rituals by her remaining priests, headless horseman. Once found,
rise as undead and headless her essence would infuse the
horsemen that can fulfill their corpse, causing it to rise in
goddess’ mandate on the mortal undead power and seek out the
realms. Headless horsemen are priests that summoned it to
summoned to exact vengeance receive its task. Such corpses are
by death, and are single-minded typically raised from long lost
in that purpose, and will battlegrounds or ancient temples,
attempt to complete their given the bodies of powerful creatures
task at all costs. They are that once walked the mortal
ruthless and bloodthirsty killers, lands. Summoned headless
strong and powerful, and horsemen are usually more than
capable riders that can strike capable of performing the task
suddenly and swiftly, but at the assigned to them, (typically having
same time wise, avoiding a CR 1 or 2 higher than that of
situations that will prevent them the intended victim). Should a
from accomplishing their tasks. headless horseman fail in its task by, for example,
being slain, the goddess’ essence departs from the
Following the death of their goddess, all her corpse and in acknowledging the failure allows the
followers lost their powers, divine spells and victim of the task to remain free from her vengeance
abilities, until those faithful discovered the truth

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for the specific misdemeanor that was originally them. Should the priest that summoned them fail
used to summon the headless horseman. to meet the headless horseman, it will attempt to
seek out the priest in question. Should it be unable
If a summoning ritual is performed where the to find the priest in question within three days
nature of the task does not fall within the goddess’ following its summoning, the headless horseman
mandate for vengeance through death, the ritual goes on a wild rampage for one day, killing as many
fails and the priest in question is stripped of his creatures as it can during that time, including, if
station and remaining power, unable to perform the found, the priest that had summoned it. Following
rites of the ritual again. While her priests are now this day, the goddess’ essence departs from the
responsible for her mandate on mortal lands and corpse and the body falls harmlessly to the ground.
the execution of it, it is still her power that they call Priests take their position as summoners of a
upon to exact vengeance through death. headless horseman very seriously, and guard their
attempts with utmost secrecy to ensure that they
Summoning a headless horseman is a complicated don’t fall victim to the headless horseman they have
ritual that takes at least a day to prepare for and summoned. Priests are also known to aid a
another night to complete the summoning itself. headless horseman in their tasks, such as
Each priest can only perform such a ritual once per supplying them with information, equipment or
month, and, given the disfavor they receive from other things useful to their task.
their goddess on failure, always ensure that they
select those tasks of vengeance carefully. The A headless horseman that successfully receives its
summoning aspects of the ritual normally take task will stop at nothing to complete it, and will
place in graveyards, any location strong in the attempt to complete its task in the swiftest time
power of death or negative energy, or nearby a possible, using all the guile and intelligence of the
recently killed creature. The locations can normally goddess’ essence to do so. Upon completion of the
easily be located, as successfully completed rituals task, a headless horseman collapses to the ground
leave behind patches of blackened earth around a as the goddess’ essence departs from it and its
mound of stone and rock covered in burnt and mount returns to the plane it came from.
darkened blood. Summoning a headless horseman using the proper
rituals is a conjuration (calling) effect and the
A headless horseman returns to the site of the headless horseman, once summoned, cannot be
ritual as soon as possible after the goddess’ essence dismissed or banished, but only destroyed by
has raised them into undeath, where they will destroying the creature’s head.
receive their task from the priests that summoned

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Headless Horseman Template


fiendish warhorse and swiftly making ground to
and away from its intended target, in most cases
leaving a headless corpse behind. Clothed in the
drab gray colors of the goddess, with thick swarthy
cloaks and leathered clothing, and equipped as
their bodies were once in life, they are relentless,
remorseless, and imbued with the power to stalk
and then kill, before returning to the goddess that
birthed them.

Headless horsemen speak all the languages their


bodies knew in life.

Creating a Headless Horseman

‘Headless Horseman’ is an inherited template that


can be added to the non-animated corpse of any
medium-sized humanoid and monstrous humanoid
(referred to hereafter as the base creature). The
essence of the goddess of vengeance and death
infuses the corpse to such as extent, that, in
The headless horseman is a powerful undead undeath a headless horseman uses all the base
creature created to fulfill the mandate of a dead creature’s statistics and special abilities as if it were
goddess of vengeance and death. Imbued by her alive except as noted here. There are also specials
essence, these undead creatures are single-minded rules for the head (see next section, The Head)
in their purpose, intelligent in their planning, and
deadly and swift in the execution of the task – to Size and Type: The creature’s type changes to
exact the vengeance of their god in the death of undead (augmented humanoid or monstrous
their victims. With deadly sharp blades, the humanoid). Do not recalculate base attack bonus,
headless horseman hunts its prey, riding on a

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saves or skill points. Size is unchanged and always


remains medium. Special Attacks: A headless horseman retains all
the special attacks of the base creature and gains
Hit Dice: Increase all current and future Hit Dice those described below. Saves have a DC of 10 + ½
to d12s. headless horseman’s HD + headless horseman’s
Charisma modifier unless noted otherwise.
Speed: Same as the base creature. All headless
horsemen prefer to fight while mounted. Special Qualities: A headless horseman retains all
the special qualities of the base creature and gains
Armor Class: The base creature’s natural armor those described below.
bonus improves by +4. In addition, the headless
horseman retains any armor proficiency of the base Sharp Slashing (Su): Any slashing weapon wielded
creature (if any). by a headless horseman is treated as if it had the
Keen ability, even if the weapon is not magical.
Attack: A headless horseman retains all the Sharp Slashing is a supernatural ability of a
attacks of the base creature, but prefers to fight headless horseman, not of the weapon.
with a slashing weapon and gains proficiency in the
slashing weapon of its choice (typically a longsword) Keen: This ability doubles the threat range of a weapon. Only
if the base creature didn’t already have one. A piercing or slashing weapons can be keen. This benefit doesn’t
stack with any other effect that expands the threat range of a
creature with natural weapons retains those weapon (such as the keen edge spell or the Improved Critical
natural weapons, and such a headless horseman feat).
disarmed of its weapon will attack with its primary
natural weapon. Spell-like Abilities (Sp): A headless horseman with
an Intelligence or Wisdom score of 8 or higher can
Full Attack: A headless horseman prefers to fight use the following spell-like abilities:
with the slashing weapon of its choice or, if • 3/day – obscuring mist, detect thoughts,
required, its natural weapons. If it has natural darkness, minor image, death knell
weapons, it uses its slashing weapon as its primary • 1/day – fog cloud, crushing despair, speak with
attack along with a natural weapon as its natural dead
secondary attack.
Caster level is equal to the headless horseman’s HD
Damage: Creatures with natural weapons retain and the save DCs are Charisma based. A headless
the damage values of their natural weapons.

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horseman frequently uses these spell-like abilities if


it wishes to obtain information regarding its
intended victim, or to obscure its location before
striking and killing.

Decapitated Gaze (Su): Once per day a headless


horseman can use its decapitated head to perform a
paralyzing gaze attack by holding the head with its
hand. This functions within 30 ft. and a successful
Fortitude save negates the effect. Paralysis last for
1d6 minutes, and the save DC is Charisma based.
In addition, while the headless horseman’s head is
exposed by holding it with its hand, the save DC for
its Aura of Fear (Su) ability increases by 2.

Paralysis: A paralyzed character cannot move, speak, or take


any physical action. He is rooted to the spot, frozen and
helpless. Not even friends can move his limbs. He may take
purely mental actions, such as casting a spell with no
components. A winged creature flying in the air at the time that
it becomes paralyzed cannot flap its wings and falls. A
swimmer can’t swim and may drown.

Aura of Fear (Su): A headless horseman


continuously radiates an aura of fear in a 20-foot-
radius around the creature. Any creature in the
area must succeed on a Will save or be affected as
though by a fear spell (caster level equal to the
headless horseman’s HD). A creature that
successfully saves cannot be affected again by the
same headless horseman’s aura for 24 hours. The
save DC is 10 + ½ the headless horseman’s HD +
the headless horseman’s Charisma modifier.

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Blindsight (Su): A headless horseman gains Fiendish Mount (Sp): A headless horseman is
blindsight to a range of 120 ft. While its head is always accompanied by an unusually strong,
exposed, it is considered to have normal vision for a fiendish heavy warhorse that serves as the
creature of its kind in addition to this ability. horseman’s mount. The mount is summoned at the
time of the headless rider’s creation, and, should it
Blindsight: the extraordinary ability to use a nonvisual sense be destroyed at a later stage, another will be
(or a combination of such senses) to operate effectively without summoned by the goddess’ essence after 1 day to
vision. Such sense may include sensitivity to vibrations, acute
scent, keen hearing, or echolocation. This ability makes
take the fallen mount’s place. During that time the
invisibility and concealment (even magical darkness) irrelevant headless horseman refrains from the execution of
to the creature (though it still can’t see ethereal creatures). This its task. The mount remains with the headless
ability operates out to a range specified in the creature horseman as long as it is actively exacting
description. vengeance and cannot be dismissed. Fiendish
• Blindsight never allows a creature to distinguish color or
visual contrast. A creature cannot read with blindsight.
Mount is a conjuration (calling) effect and is the
• Blindsight does not subject a creature to gaze attacks (even equivalent of a spell of a level equal to a third of the
though darkvision does). headless horseman’s HD (maximum 9th). A fiendish
• Blinding attacks do not penalize creatures using blindsight. mount summoned comes complete with bit and
• Deafening attacks thwart blindsight if it relies on hearing. bridle and a military saddle, granting the headless
• Blindsight works underwater but not in a vacuum.
• Blindsight negates displacement and blur effects.
horseman a +2 circumstance bonus to Ride checks
related to staying in the saddle.
Damage Reduction (Su): A headless horseman has
damage reduction 10/magic. If a headless rider has The headless horseman’s fiendish mount is a
natural weapons, its weapons are treated as magic magical beast, and the mount further gains HD and
weapons for the purpose of overcoming damage special abilities based on the headless rider’s HD
reduction. (see the table below).

Headless Rider’s Bonus HD Natural Armor Strength Intelligence


HD Adj. Adjustment
1-4 +2 +3 +1 5
5-8 +4 +5 +2 6
9-12 +6 +7 +3 7
13-16 +8 +9 +4 8
17-20 +10 +11 +5 9

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Natural Armor Adjustment: The number on the


table is an improvement to the mount’s existing
natural armor bonus.

Strength Adjustment: Add this figure to the


mount’s Strength score.

Intelligence: The mount’s Intelligence score.

Fast Healing (Ex): A headless horseman heals 5


points of damage each round as long as it has at
least 1 hp and the horseman’s head has not been
destroyed. A headless rider reduced to 0 hp is not
destroyed, but the essence of the goddess of
Use the base statistics for a heavy warhorse with vengeance and death departs from the body for 1
the fiendish template applied, but changed to take hour. After that time has passed, the essence
into account the attributes and characteristics returns, and, should the horseman’s head still be in
summarized in the table and described below. tact, the headless rider rises again at 1 hp, and
heals 5 hp per round after that.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of
which gains a Constitution modifier, as normal. Turn Resistance (Ex): A headless horseman has a
Extra Hit Dice improve the mount’s base attack and +4 turn resistance.
base save bonuses, as well as the abilities granted
by the fiendish template that relate to HD. A Abilities: Increase from the base creature as
fiendish mount’s base attack bonus is equal to that follows: Str +4, Dex +2, Int +2, Wis +2, Cha +4. As
of a cleric of a level equal to the mount’s HD. A an undead creature a headless horseman has no
mount has good Fortitude and Reflex saves (treat it Constitution score.
as a character whose level equals the mount’s HD).
The mount gains additional skill points or feats for Skills: A headless horseman has a +4 racial bonus
bonus HD as normal for advancing a monster’s Hit on Listen, Ride, Search and Spot checks. Otherwise
Dice. same as the base creature.

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Feats: Headless horsemen gain Mounted Combat, Treasure: Standard. Treasure normally takes the
Ride-by-Attack, Spirited Charge and Toughness, form of weapons or armor the base creature was
assuming the base creature meets the prerequisites originally slain or buried with, or equipment
and doesn’t already have these feats. In addition, provided by the priest that summoned the headless
they gain Martial Weapon Proficiency (longsword), if horseman .
the base creature doesn’t already have it.
Alignment: chaotic evil or lawful evil.
Environment: Any, usually same as base creature.
Advancement: By character class
Organization: Solitary.
Level Adjustment: Given their single-minded
Challenge Rating: Same as the base creature +2. purpose, headless riders do not make suitable PC
characters.

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The Head I
A headless horseman can only be permanently
destroyed by destroying its head, which it carries
with it at all times, normally within a strong leather
satchel well secured to the rider’s side. While
riding, headless horsemen prefer to expose their
heads, thereby increasing the power of their fear
aura. During melee, however, unless they are
actively wielding the head to use its Decapitated
Gaze ability, the head is stowed away. The head is
well enough secured that it cannot be disarmed by
grabbing the satchel, and the rider gains a +4
bonus on his roll to resist any attempt to grab the
head while grappling and pinned. Removing or
storing the head in its satchel is considered a move-
equivalent action for the headless horseman.
Spellcasting headless horsemen that require the
head for verbal components are adept enough to
hold the head and complete spellcasting with
material and somantic components. A headless
horseman cannot wield a weapon and cast spells
using its head at the same time.

The head should be treated as either an object,


whether it is stowed or wielded. Disarm, sunder
and other tactics are all valid attacks that can be
used to destroy or damage the undead creature’s
head. Should the head sustain severe damage, the
headless horseman will attempt to flee, or, if it is
removed from the headless horseman, the rider will
attempt to retrieve it at all costs. A headless

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horseman that remains without its head for more access to the following domains only: chaos, death,
than 1 hour is destroyed. The headless horseman’s destruction, and evil.
Damage Reduction and Fast Healing abilities apply
to the head separately, in addition to the body of Druids: A headless horseman druid loses its animal
the headless horseman. companion in favor of its fiendish mount, but the
latter does not gain the benefits of being an animal
The power of the goddess’ essence is strong within companion.
the head, making it tougher than most objects of its
size. The headless horseman’s head is considered a Sorcerers and Wizards: Headless horseman
tiny object (granting it a +2 size bonus to AC), with sorcerers and wizards retain their abilities as long
a hardness of 10 equivalent to steel or iron, and as they wield their heads while spellcasting.
has 30 hp due to its magical nature and power. Headless horsemen never have familiars, or
fiendish servants and the like.
Headless Horseman and Classes
Headless Horseman and Combat
Headless horsemen typically come from the
following classes: barbarian, cleric, fighter, ranger, Headless horsemen are single-minded in attempting
rogue, sorcerer or wizard. The headless horseman to get to their intended victim and slay them, using
cannot be applied to a base creature that had their abilities to gather information from the living
paladin levels. Monk headless horsemen always as well as those they have slain in the execution of
fight with special slashing monk weapons. Any their tasks. However, they are not averse to killing
class that has a requirement for verbal components and are more than prepared to strike down those
for spellcasting or singing requires that the that attempt to stop them or the more audacious
headless horseman wield the head to cast the spell that wish to hunt them. In combat they make full
or perform. Headless horsemen can have levels in use of the spell-like abilities and blindsight to give
prestige classes, and they have a preference for them a concealment advantage, and, once their
more martial prestige classes that enhance their enemies have scattered, they attempt to ride them
existing abilities and nature. down using their mounted combat feats. Stronger
opponents may be subjected to the power of their
Clerics: Headless horseman clerics lose their ability heads before they enter combat, so that they can
to turn undead and instead gain the ability to send heads rolling as they hack through those not
rebuke undead. Headless horseman clerics have paralysed.

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Those headless horsemen with spellcasting abilities striking with the power of their slashing blades.
tend to use the horse’s maneuverability and speed They are ruthless in combat, but will always retreat
to keep them at a distance while they wield their if they believe their heads are threatened or if the
heads to cast their spells. Once they believe their battle is likely to place fulfilling their task in
enemies have been sufficiently weakened, they jeopardy.
close to combat, riding their enemies down and

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The Head II (true headless)


She wandered across the plains. Within the ground
lay the rotten corpses of a battle, a fierce and bloody
affair that resulted in numerous creatures maimed,
killed, or destroyed. To her it did not matter what the
reason for the battle was – to her it mattered what
she could find in the bodies that were slain. It was
her gold mine, each body presenting a unique
opportunity for vengeance, each corpse filled with
the potential to fulfill her passions and desires.

She drifted across the silent plain, tasting the blood,


smelling the rotten flesh, and feeling the strength of
the bone and the departed spirit. The goddess’
essence paused on the ground where a bony hand
extended from the soft and muddy soil. Passion
filled her spirit – the body was strong… the body
was ideal. But there was something wrong – there
was no head! She drifted across the plain, hoping to
find it but it was lost. A trophy to some barbarian or
perhaps it was smashed to a bloody pulp during the
battle. She slowly drifted back to the headless
corpse and gathered the flesh and bone toward her.
It would suffice – the body is all she required, and
there were plenty that could be forced to give up
their own heads.

In some cases a headless horseman can be


summoned without a head, where the goddess’
essence deems the body suitable to the purpose
despite the fact that there is no head present. The

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headless horseman is created without replace its lost or destroyed head, except where the
a head, and will not return to receive horseman manages to locate its own head.
its task from the priest that
summoned it until it has found a The headless horseman template bestows on the
suitable head of its own, or, in some undead creature a number of abilities related to its
rare cases, managed to track down its head that are not present for a headless horseman
own and original head, often if the without one. The headless horseman without a
form of a skull rather than a flesh head gains the extraordinary special quality listed
covered head. In the latter scenario, below to account for the lack of head, but all other
headless horsemen are created with abilities remain as described in the template.
the knowledge of whether their heads
are still around or intact, or have been Headless (Ex): A headless horseman gains this
destroyed. The summoning priest is special quality if it was created without a head. The
aware of the nature of the summoning headless quality has the following effects:
when a headless horseman has no
head, and will return to the location of • The headless horseman loses its Decapitated
the summoning each night at midnight Gaze ability.
from the time of the summoning • The headless horseman cannot perform any
onward until met by the headless action that requires verbal components, such as
horseman once it has found a suitable speaking or casting spells.
head, or if it is in search of aid or • The headless horseman loses its Spot and Listen
equipment. skills, as these are both head dependant beyond
the range of the creature’s Blindsight ability. As
Headless horsemen of this kind that a result it loses all vision-related abilities such
search for new heads will often as low-light vision and darkvision, in addition to
decapitate as many victims as possible any hearing.
to build up a collection of heads from • The headless horseman can be destroyed by
which to choose from. For most destroying the body alone, given that it has no
headless horsemen the choice of head head, by reducing the body to less than 0 hp.
is often merely a case of finding • Despite having no head, the headless horseman
something suitably fierce and maintains its Intelligence and Wisdom scores as
grotesque. The headless horseman is
required to use a freshly cut head to

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these are maintained by the power of the avoid confrontational situations, and will attempt to
goddess’ essence in the headless horseman. ride down small parties of travelers, or hunt lone
woodsman or other travelers that travel alone. In
Upon successfully finding a head or its own head, combat they generally rely more upon the speed
the headless horseman gains all the benefits of the and ability of their mounts rather than staying in
head, such as speech, hearing, the ability to read, any given location long enough to engage single
and its supernatural abilities associated with the enemies. The challenge rating of such headless
head, thus losing the special quality listed above. horsemen is the same as the base creature +1.
Headless horsemen without heads generally tend to

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The Head III (Jack-o-Lantern)


The sword cleaved the head in twain and a demonic
shriek filled the air. Black smoke poured out of the
cloven head as the body fell to the ground. Birds
flew away in surprise, while the landscape rustled
with the sounds of animals fleeing the scene. The
two halves of the head fell to the ground, sundered
by a mighty blade, and the headless rider was no
more. For good measure the head was put to flame,
and the body lay still beside it as a lifeless corpse.

The minutes passed into hours, and the hours


passed into a day. The silence of the forest fell on
the headless corpse, a fitting epitaph to a vengeful
spirit. But the corpse soon started to stir – first a
hand twitched, then the legs kicked as if in spasm.
Black roots started to grow out of the headless
corpse’s neck, and within minutes they’d
constructed a demonic visage entwined with black
and pulsating roots that floated a few inches above
the creature’s neck. It had the appearance of a jack-
o’-lantern, the very fires of the nine hells burning hot
inside the creature’s new head, casting haunting
shadows as it lit the area around it.

On very rare occasions when a headless horseman


is slain and the goddess’ essence departs from the
creature, some of the goddess’ essence is captured
by the body itself, by some flickering flame of the
life that the body once had. Evil creatures or those
with evil intent grasp at any chance to remain alive,

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to become immortal, and the infusion of the Head Strike (Su): The headless horseman can use
goddess’ essence gives them one last chance to claw the vile pulsating vines that hold its jack-o’-lantern
back into sentience from the worlds beyond life. head aloft to throw the head at any foes within
These evil souls are typically drawn back to their range as a standard action. This attack requires a
bodies when the goddess’ essence raises them to ranged touch attack to hit as the vines stretch and
undeath, and for those headless horsemen that elongate up to a range of 30 ft., and the head
walk the earth for days, weeks or even months, the returns to its place following the attack.
body’s own essence becomes stronger with time. Alternatively, the headless horseman can detach
the head completely and throw it as long as it has
When destroyed, the body’s own essence, its soul, at least 1 hand free; after such an attack, the head
the power of the evil that it once held, holds on to a will always return to the rider, as if it were
part of the goddess’ essence as it departs, and uses enchanted with Returning.
that to raise itself up to become an independent
undead creature. These headless horsemen are Any creature struck by the head takes 2d6 hp fire
wanderers, with no specific purpose other than acts damage (Reflex save for half damage) as the flames
of evil and the desires of the corrupted flesh. They burning inside the head burst over the struck
use the goddess’ essence to craft heads that creature, and must also attempt a Will save or be
resemble jack-o’-lanterns, burning with flame on affected as if by a Bestow Curse spell. Any damage
the inside, encompassing their intense evil and inflicted on the head is considered damage inflicted
hatred. Vile vines twist around the head, pulsating to the creature as a whole. The save DCs are equal
as they hold it aloft and in places a few inches to 10 + ½ the headless horseman’s HD + the
above the creature’s neck. These headless headless horseman’s Charisma modifier.
horsemen are true evil, born out of vengeance,
corrupted and twisted to the darkest evil. Special Qualities:

Headless horsemen with jack-o’-lantern heads are Own Head (Ex): With its own jack-o’-lantern head
similar to those created using the headless in place, the creature loses all abilities associated
horseman template except they gain the following with having a head separated from its body. It can
special attacks and special qualities. now be destroyed by destroying the body alone, and
no longer gains the Decapitated Gaze supernatural
Special Attacks: ability. In all other regards its jack-o’-lantern head
functions like a normal head in terms of vision,
speech, hearing, etc. The headless horseman no

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longer needs to wield the head, as


it remains firmly rooted above its
neck. The headless horseman can
quell or fan the flames burning in
its head as a free action, thereby
allowing it to hide if required,
although it frequently uses the
pale light cast (equivalent to torch
light) to draw unwary intruders
towards it.

Whether or not the creature’s


original fiendish mount was
destroyed when it was, the
headless horseman with a jack-
o’-lantern head can call a new
mount when it rises as an
undead creature. These headless
horsemen are ferocious in
combat, fighting furiously with
bloodthirsty passion. They kill
mercilessly, recklessly and
without remorse, hunting for the
sheer joy of decapitating their
victims. Those more intelligent
headless horsemen may pursue
their own agendas in their new
forms, particularly those agendas
that entail killing and slaughter
of the innocent. The challenge
rating of such headless horsemen
is the same as the base creature
+2

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Monster I: Headless Fighter


Clothed in grey-black colors with a swirling cloak, it
rides on a black steed out of dreams and
nightmares. Its head is perched on the front of its
saddle, with a menacing and vengeful glee etched on
its face. It rides with speed and power, wielding a
massive sword as it hunts, and causing fear to the
hearts of all those who see it.

This example uses a 3rd-level half-orc fighter as the


base creature.

Headless Rider, 3rd-level Half-orc Fighter


Medium Undead (Augmented Humanoid)

Hit Dice: 3d12+3 (22 hp)


Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 22 (+2 Dex, +4 natural, +4
masterwork chain shirt, +2 masterwork heavy steel
shield), touch 12, flat-footed 20
Base Attack/Grapple: +3/+8
Attack: Masterwork bastard sword +10 melee
(1d10+5, 17-20/x2)
Full Attack: Masterwork bastard sword +10 melee
(1d10+5, 17-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Decapitated gaze, sharp slashing,
spell-like abilities
Special Qualities: Aura of fear, blindsight 120 ft.,
damage reduction 10/magic, darkvision 60 ft. (head

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only), fiendish mount, fast healing 5, half-orc traits, Spell-like Abilities: 3/day – obscuring mist, detect
turn resistance, undead traits thoughts (DC 12), darkness, minor image (DC 12),
Saves: Fort +4, Refl +4, Will +4 death knell (DC 12); 1/day – fog cloud, crushing
Abilities: Str 21, Dex 15, Con -, Int 10, Wis 14, despair (DC 14), speak with dead (DC 13). Caster
Cha 10 level 3rd. The save DCs are charisma based.
Skills: Climb +4, Jump +4, Listen +6, Ride +10,
Search +4, Spot +6 Aura of Fear (Su): 20 ft., Will save DC 11 negates
Feats: Cleave, Exotic Weapon Proficiency (bastard or creatures within range affected as if by the fear
sword), Mounted CombatB, Power Attack, Ride-by- spell, caster level 3rd.
AttackB, Spirited ChargeB, ToughnessB, Weapon
Focus (bastard sword) Fiendish Mount (Sp): The headless rider’s fiendish
Environment: Any mount has the following statistics and abilities:
Organization: Solitary
Challenge Rating: 5 Fiendish Heavy Warhorse: CR -; Large Magical
Treasure: Standard Beast; HD 6d8+18; hp 45; Init +1; Spd 50 ft.; AC
Alignment: Always chaotic evil 17, touch 10, flat-footed 16; Base Atk +4; Grp +12;
Advancement: By character class Atk +7 melee (1d6+4, hoof); Full Atk 2 hooves +7
Level Adjustment: - melee (1d6+4) and bite +2 melee (1d4+2); SA Smite
good 1/day (+6 damage); SQ Damage reduction
The headless rider speaks Common and Orc. 5/magic, darkvision 60 ft., low-light vision,
resistance to cold 5 and fire 5, scent, spell
Combat resistance 11; AL NE; SV Fort +8, Refl +6, Will +5;
Str 19, Dex 13, Con 17, Int 5, Wis 13, Cha 6.
Headless riders are bloodthirsty in combat, fighting Skills and Feats: Listen +6, Spot +5; Endurance,
strong and powerfully from their mounts, and using Iron Will, Run.
their superior mounted combat skills to their Equipment: Bit and Bridle, Military saddle
advantage.
Possessions: masterwork chain shirt, masterwork
Decapitated Gaze (Su): 1/day, 30 ft., Fortitude DC heavy steel shield, masterwork bastard sword,
11 negates, paralysis 1d6 minutes. cloak of resistance +1, potion of shield of faith +2
and potion of bull’s strength.

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Monster II: Headless Sorcerer


A black veil of cloth shrouds Base Attack/Grapple: +3/+5
the shape of this headless rider Attack: +1 longsword+6 melee
as it sits on its mount. On the (1d8+4, 17-20/x2)
saddle there is a grotesque Full Attack: +1 longsword+6
female head with eyes blazing melee (1d8+4, 17-20/x2)
with raw power. The body’s Space/Reach: 5 ft./ 5 ft.
hands gently strokes the long Special Attacks: Decapitated
brown hair as the head seeks gaze, sharp slashing, spell-like
out vengeance. Cold winds abilities, spells (head only)
shift the long swarthy robes Special Qualities: Aura of fear,
like flapping batwings, and the blindsight 120 ft., damage
rider’s head calls forth reduction 10/magic, darkvision
devastating power. 60 ft. (head only), fiendish
mount, fast healing 5, turn
This example uses a human resistance, undead traits
7th-level sorcerer as the base Saves: Fort +5, Refl +5, Will +6
creature. Abilities: Str 14, Dex 15, Con -,
Int 14, Wis 10, Cha 20
Headless Rider, Human 7th- Skills: Concentration +18,
level Sorcerer Knowledge (arcana) +12, Listen
Medium Undead (Augmented +5, Ride +9, Spellcraft +12,
Humanoid) Search +6, Spot +5,
Feats: Dodge, Extend Spell,
Hit Dice: 7d12+3 (48 hp) Great Fortitude, Martial
Initiative: +2 (+2 Dex) Weapon Proficiency
Speed: 30 ft. (6 squares) (longsword)B, Mounted
Armor Class: 21 (+2 Dex, +4 CombatB, Ride-by-AttackB, Skill
natural, +1 ring of protection, Focus (Concentration), Spirited
+4 mage armor), touch 13, ChargeB, ToughnessB
flat-footed 19 Environment: Any

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Organization: Solitary Fiendish Mount (Sp): The headless rider’s fiendish


Challenge Rating: 9 mount has the following statistics and abilities:
Treasure: Standard
Alignment: Always chaotic evil Fiendish Heavy Warhorse: CR -; Large Animal; HD
Advancement: By character class 8d8+32; hp 68; Init +1; Spd 50 ft.; AC 19, touch 10,
Level Adjustment: - flat-footed 18; Base Atk +6; Grp +15; Atk +10 melee
(1d6+5, hoof); Full Atk 2 hooves +10 melee (1d6+5)
The headless rider speaks Common and Infernal. and bite +5 melee (1d4+2); SA Smite good 1/day (+8
damage); SQ Damage reduction 5/magic,
Combat darkvision 60 ft., low-light vision, resistance to cold
10 and fire 10, scent, spell resistance 13; AL NE;
Those headless riders that wield raw magic are SV Fort +10, Refl +7, Will +5; Str 20, Dex 13, Con
fearsome and terrible to behold as they unleash raw 18, Int 6, Wis 13, Cha 6.
energy and power from their decapitated heads. Skills and Feats: Listen +7, Spot +6; Endurance,
Their fiendish mounts provide them with the speed Iron Will, Run.
to outmanoeuvre their enemies while they unleash Equipment: Bit and Bridle, Military saddle
vengeance and death.
Typical Sorcerer Spells Known (6/7/7/5 per day,
Decapitated Gaze (Su): 1/day, 30 ft., Fortitude DC Save DC 15 + spell level, caster level 7th) – 0 – acid
18 negates, paralysis 1d6 minutes. splash, detect magic, dancing lights, ghost sound,
touch of fatigue, mage hand, message; 1st –
Spell-like Abilities: 3/day – obscuring mist, detect expeditious retreat, grease, mage armor, magic
thoughts (DC 17), darkness, minor image (DC 17), missile, ray of enfeeblement; 2nd – cat’s grace, mirror
death knell (DC 17); 1/day – fog cloud, crushing image, scorching ray; 3rd -fireball, stinking cloud.
despair (DC 19), speak with dead (DC 18). Caster
level 7th. The save DCs are charisma based. Possessions: +1 longsword, cloak of resistance +1,
ring of protection +1, wand of magic missile (3rd),
Aura of Fear (Su): 20 ft., Will save DC 18 negates scroll of suggestion, potion of protection from good
or creatures within range affected as if by the fear and potion of barkskin +2.
spell, caster level 7th.

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Monster III: Headless Blackguard


The dark guard is clad in a suit of full-plate
armor as dark as the night, and it wields a
blackened blade. Its head is grotesque and
deformed – a horrible visage to behold. It
raised its sword to the night sky as its
warhorse stared into the night.

This example uses a human 4th-level


fighter/3rd-level cleric/3rd-level blackguard
as the base creature.

Headless Rider, Human 4th-level Fighter/3rd-


level Cleric/3rd-level Blackguard

Medium Undead (Augmented Humanoid)

Hit Dice: 10d12+3 (68 hp)


Initiative: +2 (+2 Dex)
Speed: 20 ft. in full plate (4 squares), base
speed 30 ft.
Armor Class: 25 (+1 Dex, +4 natural, +10
full plate), touch 11, flat-footed 24
Base Attack/Grapple: +9/+14
Attack: +1 vicious greatsword +16 melee
(2d6+10+2d6 vicious, 17-20/x2)
Full Attack: +1 vicious greatsword +16/+11
melee (2d6+10+2d6 vicious, 17-20/x2)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Decapitated gaze, rebuke
undead 4/day, sharp slashing, smite good,

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spell-like abilities, spells (head only) even the most stalwart. The combination of rider
Special Qualities: Aura of despair, aura of evil, and mount are fierce and fearless, and the mere
aura of fear, blindsight 120 ft., damage reduction sight of its decapitated head is enough to freeze
10/magic, dark blessing, darkvision 60 ft. (head enemies in place if the undead creature’s unnatural
only), detect good, fiendish mount, fast healing 5, fear does not drive them away first.
poison use, turn resistance, undead traits
Saves: Fort +13, Refl +10, Will +11 Decapitated Gaze (Su): 1/day, 30 ft., Fortitude DC
Abilities: Str 20, Dex 15, Con -, Int 12, Wis 17, 16 negates, paralysis 1d6 minutes.
Cha 12
Skills: Climb +2, Concentration +6, Handle Animal
+6, Hide +4, Jump +2, Knowledge (religion) +4,
Listen +7, Ride +14, Spellcraft +3, Search +5, Spot Rebuke Undead (Su): The headless rider can
+7 rebuke or command undead as a 3rd level cleric.
Feats: Cleave, Improved Initiative, Improved
Sunder, Lightning Reflexes, Mounted CombatB, Smite Good (Su): Once per day the headless rider
Power Attack, Quick Draw, Ride-by-AttackB, may attempt to smite good with one normal melee
Spirited ChargeB, ToughnessB, Weapon Focus attack. It adds its +1 Charisma modifier to the
(greatsword), Weapon Specialization (greatsword) attack roll, and deals 3 points of extra damage if
Environment: Any the attack hits. If it accidentally smites a creature
Organization: Solitary that is not good, the smite has no effect, but it is
Challenge Rating: 12 still used up for the day.
Treasure: Standard
Alignment: Always chaotic evil Spell-like Abilities: 3/day – obscuring mist, detect
Advancement: By character class thoughts (DC 13), darkness, minor image (DC 13),
Level Adjustment: - death knell (DC 13); 1/day – fog cloud, crushing
despair (DC 15), speak with dead (DC 14). Caster
The headless rider speaks Common. level 10th. The save DCs are charisma based.

Combat Aura of Despair (Su): The headless rider radiates a


malign aura that causes enemies within 10 ft of it
There are few that can compete with the vengeance to take a –2 penalty on all saving throws.
of a headless rider. It strikes swiftly and powerfully,
wielding magic and capable of shaking the hearts of

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Aura of Evil (Su): The headless rider radiates a resistance to cold 10 and fire 10, scent, spell
strong aura of evil (see Detect Evil spell) as a 6th resistance 15; AL NE; SV Fort +11, Refl +8, Will +6;
level cleric of an evil deity. Str 21, Dex 13, Con 18, Int 7, Wis 13, Cha 6.
Skills and Feats: Listen +8, Spot +7; Endurance,
Aura of Fear (Su): 20 ft., Will save DC 16 negates Iron Will, Multiattack, Run.
or creatures within range affected as if by the fear Equipment: Bit and Bridle, Military saddle
spell, caster level 10th.
Typical Cleric Spells Prepared (4/4/3, Save DC 13 +
Detect Good (Sp): At will, the headless rider can spell level, caster level 3rd) – 0 - detect magic x2,
use Detect Good, as the spell. guidance, light; 1st - command, divine favor, inflict
light wounds*, protection from good; 2nd - bull’s
Dark Blessing (Su): The headless rider adds his strength, shatter*, spiritual weapon.
Charisma modifier as a bonus to all saving throws. *Domain Spell. Domains: Destruction (smite 1/day,
+4 attack, +3 damage) and Death (death touch
Fiendish Mount (Sp): The headless rider’s fiendish 1/day).
mount has the following statistics and abilities:
Typical Blackguard Spells Prepared (2/1, Save DC
Fiendish Heavy Warhorse: CR -; Large Animal; HD 13 + spell level, caster level 3rd) – 1st - corrupt
10d8+40; hp 85; Init +1; Spd 50 ft.; AC 21, touch weapon, doom; 2nd - inflict moderate wounds.
10, flat-footed 20; Base Atk +7; Grp +16; Atk +11
melee (1d6+5, hoof); Full Atk 2 hooves +11 melee Possessions: +2 full plate armor, +1 vicious
(1d6+5) and bite +9 melee (1d4+2); SA Smite good greatsword, cloak of resistance +2, potion of haste
1/day (+10 damage); SQ Damage reduction and potion of bull’s strength.
5/magic, darkvision 60 ft., low-light vision,

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Monster IV: True Headless Horseman


It thunders through the night, riding
hard and fast, and stopping only
where it can sense the presence of
prey. Its sword flashes in the
moonlight as it cuts off another head
and stuffs it into a large leather bag.
The creature, unsatisfied with its
headcount, rides into the darkness
looking for heads.

This example uses a 5th-level human


rogue as the base creature.

Headless Rider, 5th-level Human


Rogue
Medium Undead (Augmented
Humanoid)

Hit Dice: 5d12+3 (35 hp)


Initiative: +8 (+4 Dex, +4 Improved
Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 22 (+4 Dex, +4
natural, +4 studded leather armor),
touch 14, flat-footed 22
Base Attack/Grapple: +3/+7
Attack: Masterwork longsword +8
melee (1d8+6, 17-20/x2)
Full Attack: Masterwork longsword
+8 melee (1d8+6, 17-20/x2)

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Space/Reach: 5 ft./ 5 ft. of its mount to ride its prey down, gathering heads
Special Attacks: Sharp slashing, sneak attack in order to find one that it suitable.
+3d6, spell-like abilities
Special Qualities: Aura of fear, blindsight 120 ft., Spell-like Abilities: 3/day – obscuring mist, detect
damage reduction 10/magic, evasion, fiendish thoughts (DC 13), darkness, minor image (DC 13),
mount, fast healing 5, headless, trapfinding, trap death knell (DC 13); 1/day – fog cloud, crushing
sense +1, turn resistance, uncanny dodge, undead despair (DC 15), speak with dead (DC 14). Caster
traits level 5th. The save DCs are charisma based.
Saves: Fort +1, Refl +8, Will +2
Abilities: Str 18, Dex 18, Con -, Int 14, Wis 12, Sneak Attack (Ex): The headless rider deals an
Cha 12 extra 3d6 points of damage on any successful
Skills: Balance +11, Climb +14, Disable Device +8, attack against flat-footed or flanked targets, or
Escape Artist +11, Hide +11, Jump +12, Listen – (5 against a target that has been denied its Dexterity
ranks), Move Silently +11, Open Lock +10, Ride bonus for any reason. This damage also applies to
+10, Search +10, Sleigh of Hand +7, Spot – (5 ranged attacks against targets up to 30 ft. away.
ranks), Tumble +13, Use Rope +7 (+9 to bind Creatures with concealment, creatures without a
someone) discernable anatomy, and creatures immune to
Feats: Dodge, Improved Initiative, Martial Weapon extra damage from critical hits are all immune to
Proficiency (longsword)B, Mobility, Mounted sneak attacks. Headless riders never choose to deal
CombatB, Ride-by-AttackB, Spirited ChargeB, nonlethal damage with their sneak attacks.
ToughnessB Aura of Fear (Su): 20 ft., Will save DC 13 negates
Environment: Any or creatures within range affected as if by the fear
Organization: Solitary spell, caster level 5th.
Challenge Rating: 6
Treasure: Standard Evasion (Ex): If the headless rider is exposed to
Alignment: Always chaotic evil any effect that normally allows it to attempt a
Advancement: By character class Reflex saving throw for half damage, it takes no
Level Adjustment: - damage with a successful save.

Combat Fiendish Mount (Sp): The headless rider’s fiendish


mount has the following statistics and abilities:
It rides through the night, a deadly menace that
hunts for heads. Its uses the speed and aggression

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Fiendish Heavy Warhorse: CR -; Large Animal; HD Disable Device result exceeds the DC by 10 or
8d8+32; hp 68; Init +1; Spd 50 ft.; AC 19, touch 10, more, it discovers how to bypass the trap without
flat-footed 18; Base Atk +6; Grp +15; Atk +10 melee triggering or disarming it.
(1d6+5, hoof); Full Atk 2 hooves +10 melee (1d6+5)
and bite +5 melee (1d4+2); SA Smite good 1/day (+8 Trap Sense (Ex): The headless riders gains a +1
damage); SQ Damage reduction 5/magic, bonus on Reflex saves made to avoid traps, and a
darkvision 60 ft., low-light vision, resistance to cold +1 dodge bonus to AC against attacks made by
10 and fire 10, scent, spell resistance 13; AL NE; traps.
SV Fort +10, Refl +7, Will +5; Str 20, Dex 13, Con
18, Int 6, Wis 13, Cha 6. Uncanny Dodge (Ex): The headless rider retains its
Skills and Feats: Listen +7, Spot +6; Endurance, Dexterity bonus to AC even if it is caught flat-footed
Iron Will, Run. or struck by an invisible attacker. However, it still
Equipment: Bit and Bridle, Military saddle loses its Dexterity modifier if immobilized.

Trapfinding (Ex): The headless rider can find, Possessions: +1 studded leather armor, masterwork
disarm and bypass traps with a DC of 20 or longsword, ring of climbing, potion of cat’s grace
higher. It can use the Search skill to find, and the and potion of protection from good
Disable Device skill to disarm magic traps (DC 25 +
spell level of the spell used to create it). If its

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Monster V: Jack-O-Lantern Horseman


The figure looked like an old frail melee (1d8+10, 17-20/x2) or 2 claws
woman on a mighty steed. With sword +15 melee (1d4+6) or head strike +11
in hand and a bright flaming head, ranged touch (2d6 fire plus bestow
this figure is far from frail. The curse) or +1 longsword +16/+11
villagers ran into their homes to hide melee (1d8+7, 17-20/x2) and claw
from this evil creature, but not all +10 melee (1d4+3)
would be safe. The creature caught a Space/Reach: 5 ft./ 5 ft.
man who had fallen, and the last Special Attacks: Head strike,
thing the man would see is a flaming mimicry, sharp slashing, spell-like
pumpkin flying towards him. abilities, weakness
Special Qualities: Aura of fear,
This example uses a green hag as the blindsight 120 ft., damage reduction
base creature. 10/magic, darkvision 90 ft., fiendish
mount, fast healing 5, own head,
Headless Rider, Green Hag spell resistance 18, turn resistance,
Medium Undead (Augmented undead traits
Monstrous Humanoid) Saves: Fort +6, Refl +9, Will +9
Abilities: Str 23, Dex 14, Con -, Int
Hit Dice: 9d12+3 (61 hp) 15, Wis 15, Cha 18
Initiative: +2 (+2 Dex) Skills: Concentration +10,
Speed: 30 ft. (6 squares); swim 30 ft. Knowledge (nature) +8, Hide +10,
Armor Class: 27 (+2 Dex, +15 Listen +16, Ride +6, Search +6, Spot
natural), touch 12, flat-footed 25 +16, Swim +14
Base Attack/Grapple: +9/+15 Feats: Alertness, Combat Casting,
Attack: +1 longsword+16 melee Great Fortitude, Martial Weapon
(1d8+10, 17-20/x2) or claw +15 Proficiency (longsword)B, Mounted
melee (1d4+6) or head strike +11 CombatB, Ride-by-AttackB, Spirited
ranged touch (2d6 fire plus bestow ChargeB, ToughnessB, Track
curse) Environment: Temperate marshes
Full Attack: +1 longsword+16/+11 Organization: Solitary

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Challenge Rating: 7 breathing. Caster level 9th. The save DC is


Treasure: Standard Charisma based.
Alignment: Always chaotic evil
Advancement: By character class Spell-like Abilities (Headless Rider): 3/day –
Level Adjustment: - obscuring mist, detect thoughts (DC 16), darkness,
minor image (DC 16), death knell (DC 16); 1/day –
The green hag headless rider speaks Common and fog cloud, crushing despair (DC 18), speak with
Giant. dead (DC 17). Caster level 9th. The save DCs are
Charisma-based.
Combat
Weakness (Su): The green hag headless hunter can
The green hag headless rider stalks its prey, often weaken a foe by making a special touch attack. The
using its spell-like abilities to lure prey closer, or opponent must succeed on a DC 18 Fortitude save
lighting its jack-o’-lantern head up to cast haunting or take 2d4 points of Strength damage. The save
light in the swamps and marshes. It relies on its DC is Charisma-based.
power to work itself into a strong tactical position,
before using the speed and the power of its mount Aura of Fear (Su): 20 ft., Will save DC 18 negates
and the sharpness of its blade to strike powerfully. or creatures within range affected as if by the fear
Green hag headless riders are also known to spell, caster level 9th.
dismount from their mounts to launch two-pronged
attacks against enemies, or when they wish to hunt Fiendish Mount (Sp): The headless rider’s fiendish
alone. Their mounts, however, are never far away. mount has the following statistics and abilities:

Head Strike (Su): The save DC (Reflex and Will) Fiendish Heavy Warhorse: CR -; Large Animal; HD
against the headless rider’s head strike ability is 10d8+40; hp 85; Init +1; Spd 50 ft.; AC 21, touch
18. 10, flat-footed 20; Base Atk +7; Grp +16; Atk +11
melee (1d6+5, hoof); Full Atk 2 hooves +11 melee
Mimicry (Ex): The headless rider can imitate the (1d6+5) and bite +9 melee (1d4+2); SA Smite good
sounds of almost any animal found near its lair. 1/day (+10 damage); SQ Damage reduction
5/magic, darkvision 60 ft., low-light vision,
Spell-like Abilities (Green Hag): At will – dancing resistance to cold 10 and fire 10, scent, spell
lights, disguise self, ghost sound (DC 14), resistance 15; AL NE; SV Fort +11, Refl +8, Will +6;
invisibility, pass without trace, tongues, water Str 21, Dex 13, Con 18, Int 7, Wis 13, Cha 6.

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Skills and Feats: Listen +8, Spot +7; Endurance, Skills: A green hag headless rider has a +8 racial
Iron Will, Multiattack, Run. bonus on any Swim check to perform some special
Equipment: Bit and Bridle, Military saddle action or avoid a hazard. It can always choose to
take 10 on a Swim check, even if distracted or
Possessions: +1 longsword, cloak of resistance +1, endangered. It can use the run action while
potion of haste and potion of displacement. swimming, provided it swims in a straight line.

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Campaign Options
The headless rider can make a fearsome opponent. riders will hunt characters as they strive to end
This section aims to give GMs a few ideas and plot the influence of this goddess once and for all.
hooks that incorporate the headless rider, and • While headless riders are normally only sent
some alternatives to the template provided. after individuals or perhaps small groups or
families, it would not be unheard of for teams of
Plot Hooks and Options headless riders to band together in the
destruction of entire communities, whether
• An entire campaign can be based on the goddess towns or villages. Characters will have to
of vengeance and death, including the actions of contend with these fierce riders as they attempt
her followers before and after her death. Player to destroy whole villages. Opportunity to be
characters will have to contend with her involved in planning a village’s defences,
passionate execution of vengeance, and bring the strategic defence and much more will make for
death and destruction of her followers to heel. exciting action and roleplaying.
This may involve destruction of her temples,
prevention of killing and vengeance, and • One of the player characters may have
infiltration of their underground movements and inadvertently done something that results in a
sacred hideouts. Player characters may be sent headless rider being summoned to hunt them.
on quests that might help their respective gods Headless riders make for good recurring villains,
in obtaining information that can lead to the and can easily be used as such in this context.
killing of the goddess, or may be instrumental in
keeping her riders at bay while the deific • While the headless rider here has been
assassin strikes and kills her. Following her presented as the servant of the dead goddess’
death player characters may be required to deal essence, it does not have to be used in this
with the number of cults that arise in her wake manner. Headless riders can be frequent undead
and the chaos that ensues, and may have to creatures created by necromantic spells or dark
stop attempts by her most loyal followers as they rituals, and given that they are intelligent, this
attempt to give her essence a new immortal template can easily be adapted to remove the
form, or even stop the arrival of a new and even single-minded determinism of the headless rider
more deadly god to take her place. Headless and replace it with a more intelligent and
resourceful undead villain.

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Alternative Template warhorse. In other regards, this ability acts in


exactly the same way as the Fiendish Mount ability
in the template. In addition to those creatures listed
As a single alternative to the above template, some
below, GMs may wish to use skeletons or zombies
GMs may wish to see their headless riders use more
of the appropriate challenge rating. Appropriate
exotic fiendish steeds. In that case, use the table
CRs listed are equivalent to that of the mount after
below to select an appropriate fiendish mount in
the fiendish template has been applied.
lieu of the general improvement of a fiendish

Headless Rider’s Approximate Alternative Fiendish


HD CR of Mount Mounts
1-4 3-4 Hippogriff, Dire Wolf
5-8 5-6 Griffon, Howler
9-12 7 Dire Lion, Manticore
13-16 8 Young Black Dragon,
Nightmare
17-20 9 Chimera

Conclusions
They are the undead of legends, the foul and powerful creatures of
vengeance that hunt and kill, the appearance of one heralding the doom
of certain death. The headless riders are swift and deadly, mounted on
fiendish horses that serve them and fight alongside them, equally as evil
as their headless riders. Will your players be able to stare at the
headless rider’s head, or will they quake in fear as it approaches, or will
they succumb to its illusions and clever use of magic and be lured into a
slashing trap of death? The Headless Rider template offers you the
chance to find out. --Ewan Conradie

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Magic Items
Flute of Sorrow
(Medium) These instruments are a product of the
pain and tortures from the lower plane, it is
considered a show of power to have one of these
flutes performing in royal court. There have been a
few stories of these doom flutes being played in
other locations though it is very rare and such
stories are usually second hand. It is said these
flutes can only be crafted during moments of great
sadness and loss, though what exactly this means
is a mystery. It is believed these instruments
cannot be crafted anywhere but on the lower
planes. Each person affected by this takes a -2 penalty on
attack rolls, saving throws, ability checks, skill
Each flute is crafted from the femur of a succubus; checks and damage rolls. If the Will check fails, the
at first glance it almost appears as highly polished audience cannot be affected by any further
black glass or metal, it is 18 inches in length with 8 performances of this nature for 24 hours.
holes. Around each hole is the depiction of a face in
various states of sorrow and tears. The faces are Moderate enchantment: CL 7th; Craft Wondrous
engraved into the flute and filled with a crimson Item, crushing despair, caster must be evil, caster
colored metal that is native to no more then three must be on one of the lower planes; Price 20,200
planes of the abyss. gp;

No matter how much skill the performer has with Flute of Dark Sorrow
the instrument, when a tune is played with this (Major) Where a Flute of Sorrow is rare to be seen or
flute it always will feel of sorrow and despair to the heard, this flute is even rarer still. This flute was
point it can even make the darkest of hearts shed a originally crafted by the dark sorcerer Shorath, and
tear. The audience is overwhelmed with despair based it off of the original Flute of Sorrow. It is
(Will DC 14 negates) if the performer can succeed believed only three of these flutes were ever created,
on a DC 14 Perform (wind instruments) check. two of which are still played in the demon prince’s

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court. The third is missing and the prince has evil, caster must be on one of the lower planes;
offered a great reward to the demon that returns it. Price 60,500 gp;
To this end, a demonic presence is never far when
word of the missing instrument surfaces. It is Figurines of the Unholy
possible there were others created but it is Just as every adventurer worth his weight has
unknown. heard stories or perhaps even seen a Figurine of
Wondrous Power, those who seek shelter away from
They appear in all ways like the original with one the light have stories relating to a darker variety of
exception, under close inspection at the end of the figurines. Each appears to be a small statue of
flute can be found the initials RL, written in some nature, usually not even closely resembling
infernal. anything. These figurines have all the
characteristics of Figurine of Wondrous Power
When a tune is played, it is filled with unimaginable except for one detail; they only obey owners that are
suffering to such an extreme it is said even the evil. If the owner is not evil, the figurine will attack
undead can feel it. The audience is overwhelmed the moment the command word is spoken. It will
with great despair (Will DC 16 negates) if the return to figurine form only when it is slain or the
performer can succeed on a DC 16 Perform (wind person who spoke the command word is slain.
instruments) check. Each person affected by this is
fatigued and takes a -2 penalty on attack rolls, (Medium) Deep Shadows: This figurine appears to
saving throws, ability checks, skill checks and be a one inch in diameter dark metallic sphere with
damage rolls. Even if the listener makes a no distinguishable markings except three lumps.
successful will check he will be fatigued. If the Will When the command word is spoken it becomes 2
check fails, the audience cannot be affected by any shadows and 1 greater shadow (hp 19, 19 and 58).
further performances of this nature for 24 hours. If slain in combat, the figurine cannot be used
again until it has been placed in complete darkness
Fatigued: A fatigued character can neither run nor charge for one full week otherwise they can be used once
and takes a –2 penalty to Strength and Dexterity. Doing per day, for up to one hour.
anything that would normally cause fatigue causes the
fatigued character to become exhausted. After 8 hours of Moderate transmutation; CL 11th; Craft Wondrous
complete rest, fatigued characters are no longer fatigued.
Item, animate objects, caster must be evil; Price
20,500 gp.
Strong enchantment: CL 9th; Craft Wondrous Item,
crushing despair, wave of fatigue, caster must be

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(Medium) The Hunt: This figurine appears to be Cloaks of Shalorn


carved from a single piece of obsidian and in the Most of these cloaks date back between 700 and
shape of two four leg creatures, perhaps of the 1200 years old to a small city-state that existed
canine variety. When the command word is spoken under the surface realm, it is unsure if anyone is
the type of creature becomes clear, they represent 2 making copies of them in recent years. It is believed
shadow mastiffs (hp 30 and 30). If slain in combat, the fate of the lost city-state was sealed by the
the figurine cannot be used for 2 weeks otherwise collapse of the main cavern. Though no one has
they can be used once per week, for up to six actually found the location, every hundred years or
hours. so a burial cavern is found. To anyone fortunate to
find one of these deep black leather cloaks can
Moderate transmutation; CL 11th; Craft Wondrous easily see why they were worn by those of higher
Item, animate objects, caster must be evil; Price status within the Shalorn city-state.
18,500 gp.
The cloaks are made from an animal hide not found
(Medium) The Statue: This figurine appears to be in this day of age, it is either extinct or is native to
carved from dark granite and in the shape of a another plane. From appearance the cloak should
horned figure with wings. When called upon with be heavy and perhaps even unmanageable however
the proper command word the statue grows into once clasped it feels as though it were made from
that of a gargoyle (hp 37) completely under the silk, holding form around the wearer.
command of the figurine owner. If slain in combat,
the figurine cannot be used again until it has been When clasped, the cloak produces a magical force
encased in a stone box for one full week otherwise that protects the vital areas of the wearer, providing
they can be used once per day, for up to one hour. a different level of protection depending upon which
type of cloak. There are three types of cloaks;
Moderate transmutation; CL 11th; Craft Wondrous knight, noble and royal.
Item, animate objects, caster must be evil; Price
14,500 gp.

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(Minor) Knight’s Cloak of Shalorn: This type of


cloak provides +1 deflection bonus and offers a 25%
chance of normal damage against critical hits and
sneak attacks. Anyone not evil who wears this cloak
will suffer 1 negative level while worn. In addition to
appearing like the other cloaks, except have a one
inch silver hem along the outer seem. The clasp is
made of silver.

Moderate abjuration; CL 13th; Craft Wondrous


Item, limited wish, mage armor, caster must be evil;
Price 3,000 gp

(Medium) Noble’s Cloak of Shalorn: This type of


cloak provides +3 deflection bonus and offers a 50%
chance of normal damage against critical hits and
sneak attacks. Anyone not evil who wears this cloak
will suffer 2 negative levels while worn. These
cloaks are solid black to include the clasp.

Moderate abjuration; CL 13th; Craft Wondrous


Item, limited wish, mage armor, caster must be evil;
Price 27,000 gp

(Major) Royal Cloak of Shalorn: This type of cloak


provides +5 deflection bonus and offers a 100%
chance of normal damage against critical hits and
sneak attacks. Anyone not evil who wears this cloak
will suffer 3 negative levels while worn. These
cloaks are solid black and have a deep purple
metallic clasp with the insignia of two coiled whips.

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Strong abjuration; CL 15th; Craft Wondrous Item,


limited wish, mage armor, caster must be evil; Price Key of the Dead
75,000 gp (Major) These keys were crafted long ago as tribute
or reward to those who accomplished great deeds or
Mask of Dannalir quests on behalf of the high priestess for the lord of
Witches of a coven, hidden deep in some forgotten the dead. It is unknown if there are other types of
forest, once wore these terrible masks. A few times these keys were ever crafted or if the secret for
a year one or two would come to the near by towns creating them was passed on. It has been hinted in
to acquire much goods. Though the stories some obscure scrolls there was a single key crafted
surrounding these witches seems to change with nine teeth, though no one is sure what power
depending upon the person telling it, one item of it may bestow however the same scrolls and legends
interest remains constant, every witch met wore reveal it deals with liches. These keys are highly
one of these masks. sought after by those who deal with the dead and
practically considered a priceless relic due to the
It is not really a mask but instead a black silk veil. rarity.
There are no buttons or straps to secure it upon the
wearer, however is does remain in place if the Each key is three inches long and crafted from a
appropriate wearer places it upon her face. It is not single piece of ivory, is has a different number of
know outside of the coven what these exact teeth depending upon the undead it effects. The
conditions are. handle of it is solid and has the depiction of a
human skull.
If a woman of evil nature and has the ability to cast
arcane spells places the mask upon her face, it The key can be used as a focus for the following
magically secures itself and is unable to be removed spells; animate dead, create undead and create
except for by the owner’s desire or death. The mask greater undead. If the undead created from the spell
allows the wearer continual immunity to detection match the listed undead for the specific key, the
of her alignment, lies and thoughts by magical undead will possess maximum hit points.
means. This mask does not take up a magic item
slot. Three Teeth: Skeletons and Zombies
Moderate necromancy; CL 9th; Craft Wondrous
Faint abjuration; CL 3th; Craft Wondrous Item, Item, animate dead, caster must be evil; Price
nondetction, caster must be female and evil; Price 42,000 gp
6,000 gp

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Five Teeth: Ghoul and Ghast Seven Teeth: Shadow, Wraith and Spectre
Strong necromancy; CL 13th; Craft Wondrous Item, Strong necromancy; CL 18th; Craft Wondrous Item,
create undead, caster must be evil; Price 54,000 gp create greater undead, caster must be evil2; Price
121,500 gp

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OPEN GAME LICENSE Version 1.0a supernatural abilities or effects, logos, symbols, or
The following text is the property of Wizards of the graphic designs; and any other trademark or registered
Coast, Inc. and is Copyright 2000 Wizards of the Coast, trademark clearly identified as Product identity by the
Inc ("Wizards"). All Rights Reserved. owner of the Product Identity, and which specifically
1. Definitions: excludes the Open Game Content;
(a)"Contributors" means the copyright and/or trademark (f) "Trademark" means the logos, names, mark, sign,
owners who have contributed Open Game Content; motto, designs that are used by a Contributor to identify
(b)"Derivative Material" means copyrighted material itself or its products or the associated products
including derivative works and translations (including contributed to the Open Game License by the
into other computer languages), potation, modification, Contributor
correction, addition, extension, upgrade, improvement, (g) "Use", "Used" or "Using" means to use, Distribute,
compilation, abridgment or other form in which an copy, edit, format, modify, translate and otherwise
existing work may be recast, transformed or adapted; create Derivative Material of Open Game Content.
(c) "Distribute" means to reproduce, license, rent, lease, (h) "You" or "Your" means the licensee in terms of this
sell, broadcast, publicly display, transmit or otherwise agreement.
distribute;
(d)"Open Game Content" means the game mechanic and 2. The License: This License applies to any Open Game
includes the methods, procedures, processes and Content that contains a notice indicating that the Open
routines to the extent such content does not embody the Game Content may only be Used under and in terms of
Product Identity and is an enhancement over the prior this License. You must affix such a notice to any Open
art and any additional content clearly identified as Open Game Content that you Use. No terms may be added to
Game Content by the Contributor, and means any work or subtracted from this License except as described by
covered by this License, including translations and the License itself. No other terms or conditions may be
derivative works under copyright law, but specifically applied to any Open Game Content distributed using
excludes Product Identity. this License.
(e) "Product Identity" means product and product line
names, logos and identifying marks including trade 3.Offer and Acceptance: By Using the Open Game
dress; artifacts; creatures characters; stories, storylines, Content You indicate Your acceptance of the terms of
plots, thematic elements, dialogue, incidents, language, this License.
artwork, symbols, designs, depictions, likenesses,
formats, poses, concepts, themes and graphic, 4. Grant and Consideration: In consideration for
photographic and other visual or audio representations; agreeing to use this License, the Contributors grant You
names and descriptions of characters, spells, a perpetual, worldwide, royalty-free, non-exclusive
enchantments, personalities, teams, personas, license with the exact terms of this License to Use, the
likenesses and special abilities; places, locations, Open Game Content.
environments, creatures, equipment, magical or

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(Su) Monsters: The Headless Horseman

5.Representation of Authority to Contribute: If You are 9. Updating the License: Wizards or its designated
contributing original material as Open Game Content, Agents may publish updated versions of this License.
You represent that Your Contributions are Your original You may use any authorized version of this License to
creation and/or You have sufficient rights to grant the copy, modify and distribute any Open Game Content
rights conveyed by this License. originally distributed under any version of this License.

6.Notice of License Copyright: You must update the 10 Copy of this License: You MUST include a copy of
COPYRIGHTNOTICE portion of this License to include this License with every copy of the Open Game Content
the exact text of the COPYRIGHT NOTICE of any Open You Distribute.
Game Content You are copying, modifying or
distributing, and You must add the title, the copyright 11. Use of Contributor Credits: You may not market or
date, and the copyright holder's name to the advertise the Open Game Content using the name of any
COPYRIGHT NOTICE of any original Open Game Contributor unless You have written permission from
Content you Distribute. the Contributor to do so.

7. Use of Product Identity: You agree not to Use any 12 Inability to Comply: If it is impossible for You to
Product Identity, including as an indication as to comply with any of the terms of this License with
compatibility, except as expressly licensed in another, respect to some or all of the Open Game Content due to
independent Agreement with the owner of each element statute, judicial order, or governmental regulation then
of that Product Identity. You agree not to indicate You may not Use any Open Game Material so affected.
compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work 13 Termination: This License will terminate
containing Open Game Content except as expressly automatically if You fail to comply with all terms herein
licensed in another, independent Agreement with the and fail to cure such breach within 30 days of becoming
owner of such Trademark or Registered Trademark. The aware of the breach. All sublicenses shall survive the
use of any Product Identity in Open Game Content does termination of this License.
not constitute a challenge to the ownership of that
Product Identity. The owner of any Product Identity used 14 Reformation: If any provision of this License is held
in Open Game Content shall retain all rights, title and to be unenforceable, such provision shall be reformed
interest in and to that Product Identity. only to the extent necessary to make it enforceable.

8. Identification: If you distribute Open Game Content 15 COPYRIGHT NOTICE


You must clearly indicate which portions of the work Open Game License v 1.0 Copyright 2000, Wizards of
that you are distributing are Open Game Content. the Coast, Inc.
System Reference Document Copyright 2000, Wizards of
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,

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(Su) Monsters: The Headless Horseman

Skip Williams, based on original material by E. Gary


Gygax and Dave Arneson.

'D20 System' and the 'D20 System' logo are Trademarks


owned by Wizards of the Coast and are used according
to the terms of the D20 System License version 3.0. A
copy of this License can be found at
www.wizards.com/d20.

Product Identification:
• The following is a listing of Open Game Content: All
game mechanics.

Copyright information
• Pocket Sourcebooks, © 2005 The Le. Published by
The Le Games, www.TheLeGames.com
• (Su) Monsters, © 2005 The Le. Published by The Le
Games, www.TheLeGames.com
• (Su) Monsters: The Headless Horseman, © 2005 The
Le. Published by The Le Games,
www.TheLeGames.com
• Images: Some images © 2003-2005 www.clipart.com
• Images: Some images © 2003-2005 Bradley K.
McDevitt
• Image: Cover Image © 2003-2005 Margaret Coates
• Images: Character Clip Art & Color Customization
Studio Copyright 2002. Elmore Productions, Inc.;
Authors Larry Elmore and Ken Whitman, Art and
Illustrations by Larry Elmore.

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