The Galloping Gallery
Armor Class 18 (lacquered wood and iron)
Hit Points 199 (19d10+95)
Speed 60 ft.
Saving Throws Dex +7, Con +9, Wis +6
Skills Perception +6, Persuasion +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 16
Languages Common, telepathy 60 ft.
Challenge 12 (8,400 XP) Proficiency Bonus +4
Actions
Bonus Actions
Reactions
Legendary Actions
The Galloping Gallery 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 Gallery regains spent legendary actions at the start of its turn.
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One more rider, one more turn, and then the music will finally stop. โ scratched into the ticket booth at Merryweather Pavilion
Lore & Description
Appearance
The Galloping Gallery resembles a magnificent carousel horse enlarged to the size of a warhorse, though its body is carved from deep red lacquered wood veined with golden paint. Its glass eyes glow with rotating carnival lights, and brass plates cover its shoulders and flanks beneath peeling ribbons of faded blue and rose. A splintered carousel pole juts from its back like a lance, trailing torn pennants and dozens of tiny glass tokens. Its iron hooves spark against stone, and its painted smile never changes, even when its wooden jaw opens far too wide.
Behavior & Origins
Once the centerpiece of the Merryweather Pavilion, the Galloping Gallery broke free during a storm after every living horse in the show was sold. It now believes that all horses are performers waiting to be recruited and that every creature it defeats owes the ride a souvenir. It travels from village to village gathering living mounts, chaining them to an invisible carousel route that only it can see. The Gallery currently seeks the missing ivory token of a child named Lissa Vale, whose final laugh is said to be trapped somewhere inside its saddlebag. It will bargain, threaten, or burn an entire town to recover it.
Running The Galloping Gallery
Tactics
The Galloping Gallery opens with Hypnotic Pattern or Endless Carousel, attempting to scatter and knock down the party before riding through them with its hooves. It positions itself beside charmed horses, using Dismounting Trick and Canter to appear unpredictably on opposite sides of the battlefield. When bloodied, it crushes collected tokens to imitate fallen allies and uses fear or charm to turn the party against one another; it fights to the death if Lissa Vale's ivory token is nearby, otherwise it flees once reduced below 25 percent of its hit points.
DM Tips
- Telegraph its arrival with distant calliope music, hoofprints that end in splinters, and local horses staring rigidly toward an empty road.
- Play the Gallery as relentlessly courteous and theatrical, addressing every creature as a rider and applauding whenever someone falls.
- Make the collected tokens narratively distinct; crushing one can produce an ally's voice, a monster's final threat, or a clue about the Gallery's past.
- For a weaker party, remove its spellcasting and reduce Endless Carousel to 4d8 damage; for a stronger party, give it two charmed horses as allied mounts and let it use Recruit to the Ride once per round as a legendary action.
Loot
- Lissa Vale's Ivory Token — A warm ivory bead containing the sound of a child's final laugh. It can be used once to cast speak with dead without a corpse, but doing so alerts the Galloping Gallery if it still lives.
- Brass Carousel Spur — A tarnished spur that grants advantage on Wisdom (Animal Handling) checks involving horses and allows the wearer to cast find steed once, after which the summoned steed bears faint carousel markings.
- Saddlebag of Last Things — A bottomless-looking red saddlebag containing 1d6 strange tokens from previous victims. Each token provides a brief sensory memory when held, potentially revealing a crime, a hidden location, or the final moments of a missing person.