Homebrew Dullahan Species Details
You used to travel through the Irish Celtic lands on festival evenings, but belief weakened and you have become forgotten by the younger generations. In the past, you rode a black stallion and all feared you as the omen of death, calling souls to be taken away. But those who knew you best, for whom you'd met before, some felt gladened by your warning. You could bring it more softly than cruel nature, give time to prepare and enjoy their final moments. For the wealthiest, or those who had slipped from your grasp before, you sometimes brought your carriage, whipping the air with a human spine and travelling fast enough to cause the hedges to burst alight at your passage. Your carriage, the Coiste Bodhar, was bound in worm-chewed human flesh and contructed from human bones with skulls for candles - no one could look on it without being consumed with deadly fear. It made it easier to travel on bright nights. Blood would be flung into their eyes and they would see no more, allowing you to vanish through the hills.
In your own hands you hold your grinning head, which sighs back at you. You both miss the old times, the good times. Now even the smallest of magics flees your grasp and you must draw on the spiritual energy around you to sustain yourself for long enough to cross the veil on opportune nights. And gold, that metal that strikes fear in your withered heart, has become an even greater foe.
Dullahan Traits
The Dullahan of Celtic myth was rumoured to have many occult abilities...Type
You are part Fey, part Undead.
Ability Score Increase
Your Wisdom score increases by 2.
Age
You have long forgotten when or how you first came to be.
Alignment
Most believe the Dullahan to be True Neutral, but are you really?
Size
You are about the same size and build as Humans. Your size is Medium. Traditionally you have broad shoulders and skin the colour and consistency of moldy cheese. Your eyes usually appeared to be small black and beady.
Speed
Your base walking speed is 20 feet. After all, you haven't walked much in the past few centuries.
Darkvision
As a fey of the night, your detached head has superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Mounted Lifestyle
You have been travelling for many years with the same steed, they have almost become as much a part of you as your unfortunately separated head. You know the 2nd level spell Find Steed. If you choose, that steed can also be headless without affecting its stats (besides sight) or your travel. You start bonded with a steed and have proficiency in the Animal Handling skill. At 10th, 15th and 20th levels you may summon an additional steed to those already present. Charisma is your spellcasting ability for these spells.
Death Knell
Once a night you call the name of one target within 20 feet that will have disadvantage on all saves for the duration of that night, including death saves. You automatically know the names of those within your line of sight. You must have a long rest before using this feature again.
Fear Factor
Choose a feature from Inner Spine, Terrifying Presence and Traveller. You gain an additional feature at levels 10 and 15.
> Inner Spine: You are able to use an additional action to summon a human spine-whip which causes 1d6 burning damage. You have proficiency in this weapon.
> Terrifying Presence: You have proficiency in the Intimidation skill. Once a night you may attempt to Frighten a target. The target must roll a DC 13 Wisdom save, on a success they will not be frightened.
> Traveller: You can open any lock, unless it is magically protected. Once a night you may attempt to pass through a wall. You must roll Constitution above 13.
Golden Spot
You have disadvantage on ability checks if you can see a gold object of any size.
Languages
You can speak Common, and names in any language.
Comments