Paladine wrote:Ghost...
That's kinda strange idea to me, but give me time to settle with it

I have never considered HH as apparition and in my understanding he's cursed, madman, or preferably undead of some unique sort. Yours explanation has some advantages over mine ideas (for example sudden disappearing).
Possibly make him a ghost that can take on corporeal form (as a salient ability). Then he can fade in and out as he pleases. Perhaps he can only remain corporeal for 3 rounds before fading out again, making him a difficult opponent indeed
Have you thought about giving him improved critical feat? Maybe couple of times?
Ummm.... no. He is dangerous enough already. If he hits with any attack, he gets to roll for a subsequent attack as if it were a critical, if that hits, he strikes again and so on. I think it is unfair to give him improved critical, since any critical could instantly kill a character.
So, this is how I picture the Headless Horseman (please note that his horse is not given statistics here, though it too would be a ghost that he woulc mount and would share the same invulnerability)
(Be warned, this guy is tough and could take anything down)
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The Headless Horseman
Medium size undead (4th Magnitude Ghost), Fighter 12
CR 18; HD 12d12, hp 100; Init +9; Spd 30 ft.; AC 27 (+5 Dex, +1 dodge, +4 armour, +7 deflection); touch 16, flatfooted 21; Base Atk +12; Atk +17(longsword; 1d8+5, crit 19-20); Full Atk +17/+12 (long sword 1d8+5, Crit 19-20); SA Criticals, frightful moan, horrific appearance, manifestation; SQ Expert rider, invulnerable, rejuvenation, turn resistance +6, undead traits; AL CE; SV Fort +8, Ref +9, Will +7; Str 20; Dex 20; Con -; Int 13; Wis 16; Cha 24.
Feats: Cleave, Combat Expertise, Dodge, Improved Initiative, Mobility, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Spring Attack, Trample, Whirlwind Attack,
Combat
The Headless Horseman strikes hard and fast, his passage left bu a stream of headless corpses. He storms into his foes, lashing out with his sword and casting heads into the air to join the legion that follow him in his endless journey to find his own missing head.
The DC to ward off the headless horseman's special abilities is 23 (unless noted otherwise).
Criticals (Ex): Any successful attack made by the headless horseman is counted as a possible critical. Roll to attack again, if this blow lands, then continue rolling until an attack misses and accumulate all the damage dealt. These strikes counts as a single attack. If the headless horseman successfully rolls a critical during any attack (even a subsequent roll for a standard attack) then the target must make a Fort Save (DC = 10 + damage dealt) or die immediately by decapitation.
Expert Rider (Ex): The headless horseman may not be knocked from his mount, though he may dismount of his own free will.
Frightful Moan (Su): While the headl;ess horseman may not make any sound himself, the approach of his horse and the wails of the heads that follow him count as this salient attack.
Invulnerable (Su): The headless horseman is immune to all harm, though may be turned, but not destroyed as a result of being turned.
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As you can see, he doesn't really need Improved Critical

heheheheheh
