Dullahan

Family: Avarite

Medium fiend (avarite), chaotic evil

Armor Class 16 (natural armor)
Hit points 52 (8d8+16)
Speed 30 ft., 60 ft. mounted

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (-1)

Skills Animal Handling +4, Intimidation +3, Nature +4, Perception +4, Stealth +4, Survival +4
Damage Immunities fire, necrotic, poison
Damage Vulnerabilities psychic
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Understands Common but does not speak
Proficiency Bonus +4
Challenge 10 (5,900 XP)

SPECIAL TRAITS

  • Cavalry Training. When the dullahan hits a target with a melee attack while mounted on a phantom steed, the phantom steed can make one melee attack against the same target as a reaction.
  • Dullahan Weaknesses. The dullahan has the following flaws:
    • Aversion of Gold. If the dullahan takes damage from a weapon made of gold or is within 5 feet of a creature holding more than one pound of gold, it has disadvantage on attack rolls and ability checks until the end of its next turn.
    • Forbiddance. The dullahan can’t cross a bridge.
    • Sunlight Hypersensitivity. The dullahan takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
    • Horrific Appearance. Any humanoid that starts its turn within 30 feet of the dullahan and can see the dullahan’s true form (that of a headless corpse with a pumpkin head in its arms) must make a DC 12 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the dullahan is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dullahan’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the dullahan’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the dullahan.
  • Innate Spellcasting. The dullahan s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:

ACTIONS

  • Multiattack. The dullahan attacks twice with its Scimitar or Bone Whip or once with its Musket.
  • Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Bone Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) piercing damage. The target must succeed on a DC 12 Dexterity saving throw or suffer one of the following effects (choose one or roll a d6):
    • 1-2: Decay. The target takes 22 (4d10) necrotic damage and is blinded for 1 minute.
    • 3-4: Grapple. The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the dullahan can’t grapple another target.
    • 5-6: Topple. The target is knocked prone.
  • Musket. Ranged Weapon Attack: +4 to hit, range 40/120, one target. Hit: 6 (1d12) piercing damage.
  • Illusory Appearance. The dullahan covers itself and anything it is wearing or carrying with a magical illusion that makes it look like a living Humanoid soldier. The effect ends if the dullahan takes a bonus action to end it or if it dies. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 12 Intelligence (Investigation) check to discern that the dullahan is disguised.
  • Throw Head (1/Day). The dullahan hurls a flaming pumpkin head that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw. The sphere spreads around corners. A creature takes 21 (5d6) fire damage and 21 (5d6) necrotic damage on a failed save, or half as much damage on a successful one.

ABOUT

The dullahan is as a headless rider atop an imposing black horse, both of which exude an aura of darkness and malevolence. The rider is clad in tattered, black armor, adorned with macabre decorations and symbols of death. The dullahan carries a gourd carved in the shape of a head, holding it high in its hand. The pumpkin-like head emits an eerie glow, its fiery red eyes flickering like malevolent fireflies.

As an otherworldly creature, the dullahan exists on the fringes of the mortal realm. It is believed to be the embodiment of a malevolent spirit. The origins of the dullahan remain shrouded in mystery, but its power is undeniably supernatural. The creature seems to exist in a perpetual state of undeath, devoid of a physical body yet animated by an unseen force.

The dullahan is most commonly encountered in areas associated with death and the supernatural. Graveyards, ancient burial sites, and charnel vaults are among its favored haunts. It roams the countryside during the darkest hours of the night, its presence heralded by an otherworldly chill and the sound of distant hooves. The dullahan is particularly active in regions where wicked aristocrats or malevolent spirits are buried, drawn to the lingering darkness and despair.

The dullahan is a bringer of death. It hunts relentlessly, seeking out those whose time has come and delivering their fate with its spine whip. Anyone unfortunate enough to cross paths with the dullahan risks having their eyes lashed out by the whip or being marked for death with a bucket of blood. The dullahan’s terrifying appearance and supernatural abilities strike fear into the hearts of mortals.

The dullahan is known to possess the ability to open any lock with a wave of its hand, granting it access to hidden places and secrets. However, it is repelled by gold, which has the power to ward it off. Legends tell of individuals who have successfully frightened away the dullahan by presenting gold in its presence.

Dullahans are fiends punished by Plutus on the Fourth Circle of Infernus, Avarus. There, the greedy work damned souls to the bone, and the dullahan’s aversion to gold demonstrates the depth of its punishment in its current form.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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