Merrymount, the Runaway Carousel Horse
Armor Class 15 (painted wooden armor)
Hit Points 68 (8d10+24)
Speed 40 ft.
Saving Throws Dex +4
Skills Perception +3, Animal_handling +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 3 (700 XP) Proficiency Bonus +2
Actions
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"Say his name and mind the music; the next hoofbeat may be yours." โ warning scratched into a stable door
Lore & Description
Appearance
Merrymount is a life-sized carousel horse carved from dark honey-colored wood, with a long, arched neck and a permanently raised foreleg. Its flanks are painted in spiraling bands of crimson, turquoise, and gold beneath layers of cracked lacquer. Brass filigree traces its harness, mane, and hooves, while a splintered silver pole protrudes from its belly like a broken lance. Its glass eyes shine with carnival bulbs, and its wooden teeth chatter in time with music no one else can hear.
Behavior & Origins
Merrymount was the favorite horse on the vanished Starling Fair's carousel, where children were told to whisper its name for good luck. After the fairmaster tried to burn the ride and sell the land, Merrymount tore free of its pole and fled into the night. It now seeks real horses to join what it calls the Endless Ride, leading stolen animals through moonlit streets and abandoned fields. The creature grows stronger whenever its true name is spoken aloud, so survivors have begun calling it only the Painted One. Merrymount currently wants to gather twelve horses for a midnight procession to the ruined Starling Fairgrounds, where it believes the carousel's buried music can bring the entire ride to life.
Running Merrymount, the Runaway Carousel Horse
Tactics
Merrymount opens by using Recruit to the Ride against nearby horses, then uses them as distractions or mounts for its allies. It circles the battlefield, avoiding opportunity attacks after striking with its hooves, and uses Carousel Spin when surrounded. If bloodied, it seeks to gain more name tokens by loudly introducing itself or baiting enemies into saying its name; it fights to the death near the Starling Fairgrounds but flees if separated from its recruited herd.
DM Tips
- Telegraph the danger with distant calliope music, hoofprints that end abruptly, and ordinary horses staring rigidly toward the road at midnight.
- Have Merrymount speak in a cheerful, creaking showman's voice and politely introduce itself several times, trying to trick characters into repeating its name.
- For a weaker party, reduce Carousel Spin to 2d6 damage and allow only two name tokens; for a stronger party, let recruited horses make coordinated trampling attacks once per round.
- Make the naming mechanic visible: colored bulbs ignite in Merrymount's glass eyes and fresh paint gleams across its body whenever it gains a token.
Loot
- Brass Carousel Key — A large winding key engraved with the Starling Fair emblem. It opens a locked pavilion beneath the ruined fairgrounds and plays a faint calliope note when turned.
- Splinter of the First Horse — A lacquered shard from Merrymount's original carousel body. A creature carrying it has advantage on Wisdom (Animal Handling) checks involving horses, but horses become restless around it after sunset.
- Painted Name Plate — A removable brass plate bearing the name MERRYMOUNT. Speaking the name while holding the plate causes it to hum, making it a dangerous bait or a clue to the creature's origin.