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Merry-Go-Ruin

Large Construct (animated object), Chaotic Neutral


Armor Class 18 (lacquered wood and iron)

Hit Points 168 (16d10+80)

Speed 60 ft.

STR 20 (+5)
DEX 14 (+2)
CON 20 (+5)
INT 10 (+0)
WIS 14 (+2)
CHA 18 (+4)

Saving Throws Dex +6, Con +9, Wis +6, Cha +8

Skills Perception +6, Performance +8

Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 16

Languages Common

Challenge 10 (5,900 XP) Proficiency Bonus +4


The Ride Must Continue. Merry-Go-Ruin has advantage on saving throws against effects that would move it, knock it prone, or end its movement. It can move through the spaces of friendly beasts and allied creatures as if they were difficult terrain, and it can move through the spaces of creatures charmed by it without provoking opportunity attacks.
Painted Motion. Merry-Go-Ruin's movement never provokes opportunity attacks while it is moving in a circle around a point it can see. In addition, it ignores difficult terrain made of earth, wood, or debris.
Recruitment Tune. Beasts with a walking speed that hear Merry-Go-Ruin's whinny have disadvantage on saving throws against its charm effects. A beast charmed by Merry-Go-Ruin regards the carousel horse as a beloved herd leader and tries to carry willing creatures toward it.
Farewell-Proof Lair. While in its lair, Merry-Go-Ruin cannot be permanently separated from a creature charmed by it unless the creature succeeds on a DC 17 Wisdom saving throw at the end of each hour. On a failure, doors, corridors, and platforms rearrange to return the creature to the carousel horse's vicinity. A creature that succeeds is immune to this effect for 24 hours.
Constructed Nature. Merry-Go-Ruin doesn't require air, food, drink, or sleep.
Legendary Resistance (3/Day). If Merry-Go-Ruin fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Merry-Go-Ruin makes two Hoof attacks and one Bite attack.
Hoof. Melee weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature charmed by Merry-Go-Ruin, the attack deals an extra 2d6 bludgeoning damage as the creature is dragged beneath the turning platform.
Bite. Melee weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. The wooden jaws snap with the sound of splitting fairground boards.
Carousel Stampede (Recharge 5-6). Merry-Go-Ruin gallops up to 60 feet in a straight line without provoking opportunity attacks. Each creature in a space it moves through must make a DC 17 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much on a successful one. On a failed save, a creature is also knocked prone. Merry-Go-Ruin can move through the spaces of Large or smaller creatures during this movement, but it cannot end there.
Call the Ride (Recharge 5-6). Merry-Go-Ruin releases a mournful, irresistible whinny. Up to three beasts of Intelligence 5 or lower within 60 feet that can hear it must succeed on a DC 17 Wisdom saving throw or be charmed by Merry-Go-Ruin for 1 minute. While charmed this way, a beast is incapacitated only while it can see Merry-Go-Ruin moving, and on its turn it must move up to its speed toward the carousel horse by the safest available route. The effect ends for a beast if it takes damage from Merry-Go-Ruin or if another creature uses an action to shake it awake.

Bonus Actions

Pole Vault. Merry-Go-Ruin leaps up to 20 feet to an unoccupied space it can see. This movement does not provoke opportunity attacks, and it can leap over creatures and objects as though they were 10 feet shorter.

Reactions

No, Stay for One More Song. When a creature Merry-Go-Ruin can see within 60 feet moves away from it, the carousel horse forces that creature to make a DC 17 Wisdom saving throw. On a failure, the creature's speed becomes 0 until the end of the current turn.

Legendary Actions

Merry-Go-Ruin 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. Merry-Go-Ruin regains spent legendary actions at the start of its turn.

Trot. Merry-Go-Ruin moves up to half its speed without provoking opportunity attacks.
Hoof. Merry-Go-Ruin makes one Hoof attack.
Whinnying Lure (Costs 2 Actions). One beast within 60 feet that can hear Merry-Go-Ruin must succeed on a DC 17 Wisdom saving throw or be charmed by it until the end of the beast's next turn.
Turntable Rush (Costs 3 Actions). Merry-Go-Ruin moves up to its speed and can move through the spaces of creatures. Each creature whose space it enters during this movement must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone.

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 Exit Moves. A door, archway, or corridor in the lair twists to a new location. Up to three creatures Merry-Go-Ruin can see must succeed on a DC 17 Dexterity saving throw or be moved up to 20 feet to spaces of the carousel horse's choice. A creature charmed by Merry-Go-Ruin automatically fails this save.
  • Sudden Turn. The floor rotates beneath up to three creatures Merry-Go-Ruin can see within 60 feet. Each target must succeed on a DC 17 Strength saving throw or be moved up to 15 feet in a direction chosen by Merry-Go-Ruin and knocked prone.
  • Music from Nowhere. The carousel melody swells from every direction. Each creature within 60 feet that can hear it must succeed on a DC 17 Wisdom saving throw or be unable to willingly move farther from Merry-Go-Ruin until initiative count 20 on the next round.

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"Don't step down, darling. The music hasn't stopped yet." โ€” Madame Orla Venn, last proprietor of the Gilded Gallop

Lore & Description

Appearance

Merry-Go-Ruin is a towering carousel horse carved from pale rosewood, its flanks painted in peeling bands of candy-red, turquoise, and gold. Its glass eyes glow with amber bulbs that flicker in time with unheard music, while a brass pole juts from its back and vanishes into a crown of splintered wooden roses. Its mane is made from faded ribbons, ticket stubs, and real horsehair, and its lacquered smile is much too wide. When it moves, its hooves strike with the clack of a fairground platform and the shriek of an old calliope.

Behavior & Origins

Once the centerpiece of a traveling carnival called the Gilded Gallop, Merry-Go-Ruin was abandoned when the carnival burned outside the town of Bellwether. It escaped into the countryside and began luring real horses away from farms, stables, and cavalry remounts, promising them an endless run where no rider ever dismounts. The carousel horse now inhabits the ruined fairground known as Lantern Mile, where it has rebuilt its carousel from stolen doors, wagon wheels, stable beams, and enchanted souvenirs. It does not understand death as an ending; to Merry-Go-Ruin, death is simply a rider leaving before the song is finished. It wants to gather one hundred horses for the First Eternal Ride, including the mayor's legendary white stallion, Comet.

Running Merry-Go-Ruin

Tactics

Merry-Go-Ruin opens with Call the Ride against nearby horses or other beasts, using them as moving cover and obstacles before charging with Carousel Stampede. It circles the battlefield, exploiting Painted Motion and forcing enemies toward shifting walls, rotating platforms, and charmed mounts. When bloodied, it focuses its attacks on anyone attempting to free a recruited horse; it fights to the death inside Lantern Mile, but flees through a rearranged exit if cornered outside its lair.

DM Tips

  • Telegraph the encounter with missing horses, hoofprints that end at wooden platform tracks, distant calliope music, and farm gates painted in bright carousel colors.
  • Play Merry-Go-Ruin as heartbreakingly polite and desperate: it calls every horse 'darling' and treats attacks as misunderstandings caused by fear of leaving the ride.
  • For a weaker party, remove its resistance to nonmagical weapon damage and let Call the Ride affect only one beast; for a stronger party, begin the fight with two charmed warhorses and allow Carousel Stampede to recharge on a 4-6.
  • Make the lair visibly rearrange between turns, giving players clues through grinding gears, swinging lanterns, and painted arrows that point in contradictory directions.

Loot

  • The Gilded Ticket — A brass admission token bearing the mark of the Gilded Gallop. Once per day, its bearer can calm a frightened or panicked beast for 10 minutes.
  • Comet's Torn Bridle — A silver-studded bridle stolen from the mayor's prized stallion. Returning it to Comet earns the party the animal's trust and reveals the location of Lantern Mile.
  • Splinter of the First Carousel — A painted piece of enchanted rosewood that hums faintly when near a road, stable, or fairground. It can serve as a material component for a ritual that permanently unravels Merry-Go-Ruin's shifting lair.

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Generation Info

Original prompt:
"CR 10: A carousel horse that escaped and now recruits real horses into the ride. Its lair rearranges itself to spare it from goodbyes."

Created: Sep 4, 2026
Modified: Sep 11, 2026

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