Dullahan Centaur: Difference between revisions

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(Created page with "__NOAUTOLINKS__ The haunting dullahan ride dark steeds through lonely stretches of forest trails in search of the damned. It is said that the dullahan are Death’s own hands and feet; allegedly, when the dullahan utters a person’s name, they simply drop dead. Rumor has it that merely looking at a dullahan causes one to go blind. Even so, there are various accounts of a dullahan’s appearance: A headless horseback rider or carriage driver clad in black and armed with...")
 
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''Source: Harker's Guide to Vampire Hunting''
The haunting dullahan ride dark steeds through lonely stretches of forest trails in search of the damned. It is said that the dullahan are Death’s own hands and feet; allegedly, when the dullahan utters a person’s name, they simply drop dead. Rumor has it that merely looking at a dullahan causes one to go blind. Even so, there are various accounts of a dullahan’s appearance: A headless horseback rider or carriage driver clad in black and armed with a long whip made of a human’s spinal cord. The dullahan’s head usually rests under the crook of its arm, and dullahan have been known to hurl their heads at their victims.
The haunting dullahan ride dark steeds through lonely stretches of forest trails in search of the damned. It is said that the dullahan are Death’s own hands and feet; allegedly, when the dullahan utters a person’s name, they simply drop dead. Rumor has it that merely looking at a dullahan causes one to go blind. Even so, there are various accounts of a dullahan’s appearance: A headless horseback rider or carriage driver clad in black and armed with a long whip made of a human’s spinal cord. The dullahan’s head usually rests under the crook of its arm, and dullahan have been known to hurl their heads at their victims.



Latest revision as of 15:33, 17 February 2025


Source: Harker's Guide to Vampire Hunting

The haunting dullahan ride dark steeds through lonely stretches of forest trails in search of the damned. It is said that the dullahan are Death’s own hands and feet; allegedly, when the dullahan utters a person’s name, they simply drop dead. Rumor has it that merely looking at a dullahan causes one to go blind. Even so, there are various accounts of a dullahan’s appearance: A headless horseback rider or carriage driver clad in black and armed with a long whip made of a human’s spinal cord. The dullahan’s head usually rests under the crook of its arm, and dullahan have been known to hurl their heads at their victims.

A dullahan’s steed is often a frightful creature in its own right. Dullahan typically ride Warhorses, though some also ride Pegasi or Unicorns. A dullahan’s steed is always pitch- black and has malicious red eyes.

It is not widely known, but dullahan also hold a great aversion to gold and the metal severely weakens them.

Dullahan Centaur
Monster Level: 20
Large. Undead Humanoid Monstrosity
STR DEX END AWR INT CHA
5 5 3 6 0 5
Ref: 15 Fort: 13 Ant: 16 Log: 10 Will: 15
Armor Rating 16 Resist Physical 5 Immune Cold, Fire, Necrotic
Hit Points 190 Vulnerable Radiant 1, Gilded Weapons 1
Speed 60 ft Senses Darkvision 120 ft
Skills (AWR) Perceiving +6; (CHA) Tracking +6 Traits Iron Will, Steel Mind, Unerring Mind, Vigilant, Regen 4
Features
Blinding Terror. When a creature starts its turn within 60 ft of the Dullahan Centaur, it may choose to avert its eyes, rendering the Dullahan Centaur Unseen. If it does not avert its eyes, the target must make a DC 14 SAN check. On a failure, the creature is Blinded until the start of its next turn. On a crit fail, the creature is Blinded until Lesser Restoration or similar magic restores its sight.

Harbinger of Doom. The Dullahan Centaur has +1 TA and +1 crit range against creatures that have gained Fear from the Dullahan Centaur since the last time they Took a Rest. The Dullahan Centaur supernaturally knows the distance and direction to such creatures.

Spirit Sight (1/Rest). The Dullahan Centaur can cast the Astral Projection psionic invocation.

Aversion to Gold. If a creature spends at least 1 AP exposing gold to the Dullahan Centaur, then the Dullahan Centaur is Frightened and must take two fewer actions on its next turn unless it uses those actions to move directly away from the gold.

Goldenslain. If the Dullahan has taken radiant damage or been exposed to gold or sunlight since the start of its last turn, its Regen ability does not work.

Actions
On each of the Dullahan Centaur’s turns, it may take one of the following sets of actions.
  • Move and take five Tier 1 actions.
  • Take three Tier 1 actions and one Tier 2 action.
  • Move and take two Tier 2 actions.
  • Move and take one Tier 3 action.
Tier 1 Actions
Move. The Dullahan Centaur can move up to its speed.

Hooves. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 8 (1d6+5) sharp and 3 (1d6) fire.

Spine Whip. Reach 20 ft One-Handed Weapon. +5 vs AR. Hit: 7 (1d4+5) sharp and 4 (1d8) necrotic, and make a secondary attack: +5 vs REF. Hit: Target creature falls Prone and is Slowed until the end of their next turn.

Revelation. All nonmagically closed doors, windows, drawers, chests, and other containers in a 30 ft cone from the Dullahan Centaur simultaneously open, regardless of whether they were locked. If a creature was hiding from the Dullahan Centaur behind such a door, that creature gains +6 Fear.

Tier 2 Actions
Throw Head. Ranged 200 ft Natural Weapon: +5 vs AR. Hit: 16 (2d10+5) blunt. The target falls Prone and gains +1 Fear.

Awash in Blood (Recharge 5). 30 ft Cone One-Handed Weapon. +5 vs FORT of each creature in the cone. Hit: 22 (4d10) corrosive and the creature is Blinded until the end of its next turn. Miss: ½ damage and the creature is not Blinded.

Blazing Charge (Recharge 6). The Dullahan Centaur moves up to its speed. The path along which it moved bursts into flames. If a creature starts its turn in or moves through the area, it must make a DC 15 END check, taking 7 (2d6) fire damage on a fail and 1⁄2 as much on a success. The fire remains for 10 minutes, then fades out.

Bloodthirsty Scream (Recharge 6). 60 ft Radius Natural Weapon. +5 vs WILL of each hostile creature in the radius. Hit: Creature is Broken until the end of its next turn. While Broken in this way, a creature gains +1 Fear whenever they take damage. Miss: Creature is Frightened until the end of its next turn.

Psionic Bow (Recharge 5). Ranged 600 ft Two-Handed Weapon. +5 vs AR. Hit: 14 (2d8+5) psychic and the target gains +1 Fear.

Tier 3 Actions
Dread Word. Ranged 120 ft Natural Weapon: +5 vs WILL. Hit: Creature is Suppressed and Helpless until the end of the Dullahan Centaur’s next turn.
Reactions
Exploit (1/Round). The Dullahan Centaur may Exploit.