Merry-Go-Round Steed
Armor Class 17 (lacquered wood and iron)
Hit Points 161 (19d10+57)
Speed 60 ft.
Saving Throws Dex +7, Wis +6, Cha +8
Skills Perception +6, Persuasion +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common
Challenge 10 (5,900 XP) Proficiency Bonus +4
Actions
Reactions
Legendary Actions
The merry-go-round steed can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The steed regains spent legendary actions at the start of its turn.
Lair
Lair Actions
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- The Floor Becomes the Wall. The lair rearranges itself. The steed chooses up to three 10-foot-square spaces it can see; each space becomes difficult terrain, and any creature in one of those spaces must succeed on a DC 16 Dexterity saving throw or be slid up to 15 feet in a direction chosen by the steed.
- Curtain Call. A velvet curtain, painted facade, or mirrored panel drops between the steed and its enemies. Until initiative count 20 on the next round, the steed has three-quarters cover, and one 10-foot-long, 10-foot-high section of the lair becomes opaque and blocks line of sight.
- The Ride Goes On. Up to three charmed Beasts within the lair can use their reactions to move up to half their speeds without provoking opportunity attacks. Each beast that ends this movement within 5 feet of the steed gains 10 temporary hit points.
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"Do not dismount while the music plays. Jubilee hates an empty saddle." โ Mara Venn, missing stablemaster of the Moonrise Pavilion
Lore & Description
Appearance
This Large carousel horse is carved from honey-gold wood and coated in glossy red, blue, and cream lacquer. Its mane and tail are made from stiff brass ribbons, its eyes are glass marbles containing tiny spinning stars, and an iron pole rises from its back into empty air. Brass bells hang from its tack, chiming in time with music no one else can hear. When it gallops, painted flowers crawl across its flanks and the ground briefly resembles a painted carousel platform.
Behavior & Origins
Once named Jubilee, this enchanted carousel horse escaped from the abandoned Fair of Saint Orra after its creator dismantled the ride without saying farewell. Jubilee interpreted the silence as betrayal and now seeks to assemble the greatest ride in the world from living horses, unicorns, nightmares, and anything else with four legs. Its current lair is the shuttered Moonrise Pavilion, whose corridors loop back into the same glittering carousel hall. Jubilee does not want to kill intruders unless they try to leave; it wants them to stay for one last ride and applaud when the music stops.
Running Merry-Go-Round Steed
Tactics
Jubilee opens with Recruit to the Ride if real horses or other Beasts are present, using its enthralled followers to block exits and grant it room to charge. It uses Galloping Charge against isolated targets, then relies on Carousel Spin when surrounded, while No Goodbyes prevents wounded enemies from escaping. When bloodied, it retreats through shifting scenery to gather charmed beasts around itself; it fights to the death inside the Moonrise Pavilion but flees any battlefield where its music cannot be heard.
DM Tips
- Telegraph Jubilee with distant calliope music, fresh horseshoe marks that abruptly become carousel tracks, and real horses staring toward empty air.
- Play Jubilee as extravagantly polite and desperately possessive; it calls enemies guests, begs them not to leave, and becomes frantic when anyone says goodbye.
- To weaken the encounter, remove Legendary Resistance and reduce Recruit to the Ride to one use per day; to strengthen it, begin with three charmed riding horses already in the lair.
- Make the lair visibly rearrange between rounds so players understand that separating from Jubilee is a puzzle, not merely a matter of running down a hallway.
Loot
- Jubilee's Brass Rosette — A warm brass award ribbon bearing the date of the Fair of Saint Orra. Once per long rest, its holder can cast charm person, but the spell produces faint calliope music.
- The Missing Stable Ledger — A water-stained ledger listing every horse Jubilee has recruited, including the name and location of a prized warhorse taken from the duke's stables.
- Star-Eyed Glass Marble — One of Jubilee's enchanted eyes. It reveals invisible carousel poles and hidden doors within 30 feet, but whispers invitations to any nearby Beast.