Homebrew CK Dullahan Species Details
The Dullahan is a creature from Irish folklore. A Humanoid who's head is not connected to their body and seen as a symbol of death or I'll omen.
CK Dullahan Traits
Your Dullahan character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age
A typical Dullahan is between two hundred and thirty thousand years old. The maximum Dullahan lifespan remains a mystery; so far, Dullahan have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment
Most Dullahan take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they escord to the land of the dead.
Size
Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 2d6
Height = 5 feet + 10 inches + your size modifier in inches
Weight in pounds = 270 + (4 × your size modifier)
Speed
Your base walking speed is 30 feet.
Undead Resilience
You were reborn to have remarkable fortitude, represented by the following benefits:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep.
Sentry’s Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection
Your body has weithered with ages past so it bonds magically to what you wear, which can be enhanced with armor:
- You gain a +1 bonus to Armor Class.
- You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, the armor incorporated into your body can’t be removed against your will.
Eternal experience
You gain one skill proficiency and one tool proficiency of your choice.
Languages
You can speak, read, and write Common and one other language of your choice.
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