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Excal-heim

Dullahan

The headless harbingers of death.
ability score increase: +2 Con
age: Dullahans rise in their early twenties and do not age.
alignment: Dullahans typically tend toward neutral alignments, as death comes for everyone.
Size: Medium
speed: Your base walking speed is 30 feet
Languages: You can speak, read, and write Common, Undead, and one other language of choice.
race features:

Undead.

Your creature type is undead for the purposes of spells and effects.
  • Healing potions and spells give 50% less HP.
  • You are vulnerable to radiant damage and damage from silver weapons.
  • You are immune to diseases.
  • You do not need to eat or breathe.
  • Lost Life.

    Pick a humanoid race for your previous life. You do not gain the traits of that race but do gain their appearance.
    Please create 3 to 5 bullet points of what happened in your previous life. These will be all you can remember.  

    Darkvision.

    You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.  

    Headless Horseman.

    You are proficient with the Intimidation skill and riding horses. Additionally, at 3rd level, you can cast Find Steed a number of times per long rest equal to your proficiency modifier. Constitution is your spellcasting ability for this spell.  

    Ferryman's Toll

    Any time you kill an undead with a CR greater than 1/2 your level, you gain a Death Token.
    You may spend a number of Death Token equal to your proficiency bonus, to auto-succeed on 1 death-save.  

    Headless.

    A Dullahan's head is not permanently attached to its body and can be removed at will. As such, all Dullahan are immune to being decapitated.
  • The body is considered blind if the head cannot see it.
  • The body has blindsight up to 15 feet and can still hear without its head.
  • Their body always knows where its head is at any given time and vice-versa.
  • Their body can perform a 30-minute meditation ritual to summon its head to its body, as long as both are on the same plane.
  • When separated their head has the same AC as its body
  • Any damage done to the head or body is done to the Dullahan as a whole.
  • A Dullahan's head can fall off if it bows too deeply.
  • The head will fall off if they crit fail a dex save.
  • Recommended class: Grave Knight
    Not many know where the Dullahans came from; some say they are spirits of the dead in search of vengeance, others say they are from the Ethereal Plane, and some believe they are incarnations of death itself. The truth is, all of them have made a pact with death.   For their servitude, they would be absolved of all their sins and allowed to return to life. Many consider this to be a fate far crueler than death, as Dullahans lose most of their memories upon resurrecting. As for their service, most are forced to search for restless souls and make them pass on, either by persuasion or force.   The Tieflings and Vampires, who also suffer prejudices, tend to sympathize with the Dullahans, offering kindness and acceptance. the Farspawn however, appear oblivious to the cause of their suffering. But be Warned young traveler; Should you steal a Dullahan's head, death and misfortune will follow you for the rest of your days until you die in agony.

    Created by

    stormgate_dnd.

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