b'Helhest \n'b'  Family:   Haugbui  \n'b'  Large   undead ,  neutral evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  68 (8d10 + 24)  Speed  45 ft.\n'b' STATS STR: 18 (+4) DEX:  15 (+2)  CON:  16 (+3)  INT:  2 (-4)  WIS:  13 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  necrotic, poison  Condition Immunities   poisoned ,  exhaustion   Senses   darkvision  60 ft., passive  Perception  11  Languages  understands Common, Infernal, but can\xe2\x80\x99t speak  Challenge  7 (2,900 XP) \n'b' Special Traits \n'b'   Death Gaze . When a creature that can see the helhest\xe2\x80\x99s eyes starts its turn within 30 feet of the helhest, the helhest can force it to make a DC 14  Constitution  saving throw if the helhest isn\xe2\x80\x99t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to  0 hit points , unless it is immune to the  frightened  condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the helhest until the start of its next turn. If the creature looks at the helhest in the meantime, it must immediately make the saving throw. \n'b'  Rotting Presence . When any creature that isn\xe2\x80\x99t undead starts its turn within 30 feet one or more helhests, that creature must succeed on a DC 14  Constitution  saving throw or take 3 (1d6) necrotic damage plus 1 necrotic damage for each helhest within 30 feet of it. \n'b'  Unsteady . The helhest has disadvantage on  Strength  and  Dexterity  saving throws made against effects that would knock it  prone . \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 9 (1d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14  Constitution  saving throw against disease or become  poisoned  until the disease ends. While  poisoned  in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target\xe2\x80\x99s hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0. \n'b'  Withering Gaze . One creature that the helhest can see within 60 feet of it must make a DC 14  Constitution  saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. \n'b'  About \n'b' This three-legged skeletal horse limps along, its heavy gaze filling you with dread. \n'b' Helhests are the mounts of Hel, who rules over Helheim. \n'b' Horses who are sacrificed are sent to Helheim, and she puts them to good use as mounts of terror and death. Knowing that a helhest can return from the dead if it is the first sacrifice, Vikings cut off one leg so that the corpse cannot easily climb out of the earth. This doesn\xe2\x80\x99t stop Hel from using them however, and the sound of their awkward threelegged canter is a sure sign of death and pestilence.'