Dullahan: Difference between revisions
(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...") |
No edit summary |
||
| (One intermediate revision by the same user not shown) | |||
| Line 1: | Line 1: | ||
__NOAUTOLINKS__ | __NOAUTOLINKS__ | ||
''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 | |||||
|---|---|---|---|---|---|
| Monster Level: 16 | |||||
| Medium. Undead Humanoid | |||||
| STR | DEX | END | AWR | INT | CHA |
| 5 | 4 | 1 | 6 | 0 | 4 |
| Ref: 14 | Fort: 11 | Ant: 16 | Log: 10 | Will: 14 | |
| Resist Physical 5 | |||||
| Armor Rating 15 | Immune Cold, Necrotic | ||||
| Hit Points 110 | Vulnerable Radiant 1, Gilded Weapons 1 | ||||
| Speed 40 ft | Senses Darkvision 120 ft | ||||
| Skills (AWR) Perceiving +6; (CHA) Tracking +6 | Traits Iron Will, Steel Mind, Unerring Mind, Vigilant, Regen 4 | ||||
| Features | |||||
| Nightmare Steed. Riding a steed lets the Dullahan deal +3 (1d6) fire damage with its attacks. Both the mount and the Dullahan have Immune Fire while the Dullahan remains mounted.
Blinding Terror. When a creature starts its turn within 60 ft of the Dullahan, it may choose to avert its eyes, rendering the Dullahan 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 has +1 TA and +1 crit range against creatures that have gained Fear from the Dullahan since the last time they Took a Rest. The Dullahan supernaturally knows the distance and direction to such creatures. Spirit Sight (1/Rest). The Dullahan can cast the Astral Projection psionic invocation. Aversion to Gold. If a creature spends at least 1 AP exposing gold to the Dullahan, then the Dullahan is Frightened and must take two fewer Tier 1 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’s turns, it may take one of the following sets of actions.
| |||||
| Tier 1 Actions | |||||
| Move. The Dullahan can move up to its speed or, if mounted, can move its mount up to its mount’s speed.
Handaxe. Reach 5 ft One-Handed Weapon. +5 vs AR. Hit: 8 (1d6+5) sharp and 3 (1d6) cold. Spine Whip. Reach 20 ft One-Handed Weapon. +4 vs AR. Hit: 6 (1d4+4) sharp and 4 (1d8) necrotic, and make a secondary attack: +4 vs REF. Hit: Target creature falls Prone and is Slowed until the end of their next turn. Dutiful Steed. The Dullahan can command its mount to take one of its MCAP actions, not exceeding the number of MCAP typical for the steed. Revelation. All nonmagically closed doors, windows, drawers, chests, and other containers in a 30 ft cone from the Dullahan simultaneously open, regardless of whether they were locked. If a creature was hiding from the Dullahan behind such a door, that creature gains +6 Fear. | |||||
| Tier 2 Actions | |||||
| Throw Head. Ranged 200 ft Natural Weapon: +4 vs AR. Hit: 16 (2d10+4) blunt. The target falls Prone and gains +1 Fear.
Awash in Blood (Recharge 5). 30 ft Cone One-Handed Weapon. +4 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 causes its steed to move up to its speed. The path along which the steed moved bursts into flames. If a creature starts its turn in or moves through the area, it must make a DC 14 END check, taking 7 (2d6) fire damage on a fail and ½ as much on a success. The fire remains for 10 minutes, then fades out. Bloodthirsty Scream (Recharge 6). 60 ft Radius Natural Weapon. +4 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. Death-Rattle Whip (Recharge 5). Reach 20 ft One-Handed Weapon. +4 vs AR. Hit: 1 necrotic damage, 1 Death Point, and make a secondary attack: +4 vs REF. Hit: Target creature falls Prone and is Slowed until the end of their next turn. Dread Promise (Recharge 6). Ranged 300 ft Natural Weapon: +4 vs WILL. Hit: Target gains +2 Fear. | |||||
| Tier 3 Actions | |||||
| Dread Word. Ranged 120 ft Natural Weapon: +4 vs WILL. Hit: Creature is Suppressed and Helpless until the end of the Dullahan’s next turn. | |||||
| Reactions | |||||
| Exploit (1/Round). The Dullahan may Exploit. | |||||