b'Hooden Horse \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  117 (18d8 + 36)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  14 (+2)  CON:  14 (+2)  INT:  12 (+1)  WIS:  15 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +5  Damage Vulnerabilities  fire  Damage Resistances  psychic  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   blindsight  60 ft. (blind beyond this radius), passive  Perception  15  Languages  the languages spoken in the village where it was created  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'   Harvest Life . When the hooden horse reduces a creature to 0  hp , the hooden horse regains 10 (3d6) hp. \n'b'  Seek Wrongdoer . The hooden horse automatically knows the general direction to the nearest surviving perpetrator of the crime that provoked its creation. \n'b'  Actions \n'b'   Multiattack . The hooden horse makes two blade of retribution attacks. \n'b'  Blade of Retribution .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 9 (1d10 + 4) necrotic damage. The target must make a DC 13  Wisdom  saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. If the target is a perpetrator of the crime that provoked the hooden horse\xe2\x80\x99s  creation , it has disadvantage on this saving throw. \n'b'  Call to Judgment . The hooden horse points at a being it can see and demands that the creature submit to justice. The target must succeed on a DC 15  Charisma  saving throw or be  charmed  for 1 minute. If the  charmed  target is more than 5 feet away from the hooden horse, the target must take the  Dash  action on its turn to move toward the hooden horse by the most direct route. It doesn\xe2\x80\x99t avoid opportunity attacks, but, before moving into damaging terrain, such as lava or a pit, the target can repeat the saving throw. The creature can also repeat the saving throw at the end of each of its turns or whenever it takes damage from the hooden horse. If a creature\xe2\x80\x99s saving throw is successful, the effect ends on it. The hooden horse can have only one target  charmed  at a time. If it charms another, the effect on the previous target ends. \n'b'  About \n'b' The creature stands amid a baying crowd, swathed in rags topped by a horse\xe2\x80\x99s skull. It brandishes a halberd made of shadow and hisses, \xe2\x80\x9cCome forth and be judged!\xe2\x80\x9d \n'b'  Strange Great Sins . In small villages on a festival eve, one villager plays the village\xe2\x80\x99s \xe2\x80\x9csin eater.\xe2\x80\x9d Bearing a horse\xe2\x80\x99s skull on a pole and covered by a draping of tattered skins, the sin eater goes door to door with its crew, seeking payment for the householders\xe2\x80\x99 wrongs. The payment usually takes the form of alcohol. As the evening wanes, a drunken procession staggers toward the tavern behind the sin eater. Dark tales relate how, where a terrible wrong has gone unpunished and unpaid, such folk rituals can go awry. The unfortunate sin eater, overwhelmed by a spirit of vengeance, melds with the skull to become a ghastly undead being bent on retribution, a hooden horse. \n'b'  The Madness of The Crowd . If the sin eater has drunken hangers-on when it is transformed, the mob also becomes filled with vengeful spite and swarms around the hooden horse, assaulting any who interfere. When this occurs, use the statistics of a bar brawl that follows the hooden horse, helping it seek its vengeance. \n'b'  Retributive Rampage . The hooden horse attacks only those it perceives as sinful or those who attack it. Even if defeated, it reforms a year later if any perpetrators of the original crime remain alive and unpunished, though it need not be the hooden horse itself that dispenses this justice. \n'b'  Undead Nature . The hooden horse doesn\xe2\x80\x99t require air, food, drink, or sleep.'