Falada
Large fey, Lawful Good
Armor Class 11 (natural armor)
Hit Points 22 (3d10 + 6)
Speed 60 ft.
STR 16 (+3) · DEX 12 (+1) · CON 14 (+2) · INT 10 (+0) · WIS 14 (+2) · CHA 12 (+1)
Skills Insight +4, Perception +4
Gear Royal Saddle and Tack
Senses passive Perception 14
Languages Common, Sylvan
Challenge 1/2 (100 XP)
Traits
Faithful Companion. Falada has Advantage on saving throws against being Charmed or Frightened.
Deathless Voice. If Falada is slain and his head is severed, his head retains his consciousness, senses, and ability to speak indefinitely. While in this state, Falada cannot take actions, bonus actions, or reactions, and his AC becomes 5 and Hit Points become 5.
Actions
Hooves. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) Bludgeoning damage. If Falada moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 2 (1d4) Bludgeoning damage and is Prone.
Spellcasting. Falada casts one of the following spells, requiring no material or somatic components. His spellcasting ability is Wisdom (spell save DC 12):
At Will: Message (PHB, p. 298)
1/Day: Sanctuary (PHB, p. 313)
Bonus Actions
Royal Steed's Grace. Falada takes the Disengage action.
Reactions
Protective Kick. When a creature makes a melee attack against a rider mounted on Falada, or against a friendly creature within 5 feet of him, Falada can make one Hooves attack against the attacker.
Lore
The Goose Girl is a beautiful princess from the Brothers Grimm fairy tale No. 89, "The Goose Girl" (or Die Gänsemagd).
The aging queen-dowager sends her only daughter off to a distant kingdom to marry a young prince. For the journey she gives the girl a generous dowry, a talking horse named Falada, a powerful charm—a handkerchief that holds three drops of the queen’s own blood—and a maid to look after her.
From The Fairy Tale Compendium · Fern Flower Press