Homebrew Dullahan Species Details
The Dullahan (pronounced DOOL-a-HAN) - also referred to as the Headless Horseman - is a type of Fae originating from Irish folklore. This sinister being appears as a man or a woman riding upon a black horse, but the rider has no head upon their shoulders. Typically, the Dullahan carries its head under its arm; the head appears dead and rotten (sometimes compared to having flesh resembling old cheese) with a demonic grin spread across its face from ear to ear. The Dullahan carries a whip made from a human's spine. Sometimes pulls wagon which is adorned with funeral objects (e.g., candles in skulls to light the way, the spokes of the wheels are made from thigh bones, the wagon's covering made from a worm-chewed pall or dried human skin). When the Dullahan stops riding, that is where a person is due to die and when a Dullahan calls out the person's name, the person immediately perishes. There is no way to bar the road against a Dullahan—all locks and gates open to them when they approach. They do not appreciate being watched while on their errands, throwing a basin of blood on those who dare to do so (often a mark that they are among the next to die), or even lashing out the watchers' eyes with their whips. They are however frightened of gold, and even a single gold pin can drive a Dullahan away.
Dullahan Traits
Darkvision, Deathless Nature, Ghost Horse, Creature Type, Speed, Fey Connection, Size, Language, Abilities Scores IncreaseDarkvision
You have Darkvision with a range of 60 feet.
Deathless Nature
You have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You have advantage on death saving throws. You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep.
You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Ghost Horse
A Large quasi-real, horselike creature appears on the ground in front of you. You can use this feature once your character is at levels 5. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. It the rider use 1 minute to dismount. The Ghost Horse disappear if you use an action to dismiss it or if the steed takes any damage. If already used this feature, you can use this feature again next dusk.
Creature Type
You are a Fey.
Speed
Your Speed is 35 feet.
Fey Connection
Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in Night. You can concentrate much better when you hunt in the night, give you advantage when you track creature down.
Size
You size is Medium (about 6-8 feet tall).
Language
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Abilities Scores Increase
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
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