Detect Life. The dullahan can magically sense the presence of creatures up to one mile away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations.
Bonded in Death The dullahan and its mount are forever connected, and cannot be separated. An attack on one is an attack on both.
Hooves: As an action, the dullahan can compel its mount to make an attack with its hooves. Melee weapon attack: +6 to hit, reach 5ft, one target. Hit: 11 (2d6 +4) bludgeoning damage.
Whip: Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6+3) piercing, and the target must succeed on a DC 15 Wisdom saving throw or take 6 (1d6+3) psychic damage as it is forced to say its name. On a successful save, the target takes half the psychic damage and avoids telling the dullahan their name.
Horrifying Visage. The dullahan raises its head in the air and draws the attention of all nearby to its rotting head. Each non-undead creature within 60 feet of the dullahan that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target 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 target’s saving throw is successful or the effect ends for it, the target is immune to the dullahan's Horrifying Visage for the next 24 hours.
Name the Damned (Recharge 5-6). If the dullahan is within 20 feet of a creature, and it knows the creature's name, the dullahan can spend its action calling the target's name as an unearthly cry. This cry has no effect on constructs and undead. The creature must make a DC 12 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 22 (4d8+4) necrotic damage.
The dullahan is a headless rider, mounted on a terrifying Warhorse Skeleton. It holds its head in one hand, and a humanoid spine in the other hand that it uses as a whip. These silent riders often passes through small communities without incident, concerned only with their own mysterious destinations. If their way is barred by locked gates, they are thrown wide open for the headless rider. If their way is blocked by a living target, it will exact fierce vengeance before continuing on its path. It is said that if you hear them call out your name, you drop dead on the spot.