Homebrew Dullahan Species Details

 

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, or even lashing out the watchers' eyes with their whips. They are frightened of gold, and even a single gold pin can drive a Dullahan away."

The Dullahan are a race of fey that have the ability to detach their head from their bodies. Dullahan are known to common folk as heralds of death. Dullahan are known from Folk Tales for yelling the name of a creature from atop their dark steeds. Once a name has been spoken by the Dullahan the bearer of that name is said to die within a day on the place where the Dullahan spoke it. A Dullahan with an attached head resembles a human in most aspects. A Dullahan usually keeps their head on while in a civilized area.

The Headless Mercenary

In ancient history, the Dullahan made a name for themselves as mercenary headless horsemen. Folk tales tell of Dullahan detaching their head to shout out the name of the one they have come to kill. A Dullahan always carries their head with them although it isn't necessarily attached to their body. When entering a fierce battle, a Dullahan may hand their head over to a trusted ally or subordinate on their hunt or, a favored trick is to hide it in a saddle bag. The features of a Dullahan are commonly compared to those of a human, though some records have made mention of Dullahan created of other races seen on the material plane. Their height ranging from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Dullahan skin is usually on the fair side and most often pale by nature. Though they have rarely been seen with anything other then dark, black hair (curly, kinky, or straight), in rare cases some Dullahan may have a different hair colour; males might sport facial hair that is sparse or thick. The head when detached is still able to speak, and the space above their neck when exposed reveals a curling plume of smoke. Dullahan are not known to group together, instead preferring the solitary life of a nomad or wanderer. Although Dullahan have been known to work together on some occasions if the reward is worth the trouble. Because of their irrational fear of gold, a Dullahan usually asks - and prefers - gems or magical items as a reward for their mercenary work.

A Timeless Perspective

Dullahan can live well over 700 years - some even reaching 1000 years of age - giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, Dullahan can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Irrational Fears - Gold and Running Water

A Dullahan has an irrational fear gold in any form. Because of this, a Dullahan cannot carry gold in any form and grow nervous when in proximity to gold. A Dullahans preferred method of getting paid is with gemstones or magical items, though other currency can also be accepted. 

"A man was on his way home one night between Roundstone and Ballyconneely. It was just getting dark and, all of a sudden, he heard the sound of horse's hooves pounding along the road behind him. Looking around, he saw the dullahan on his charger, hurtling towards him at a fair speed. With a loud shout, he made to run but the thing came on after him, gaining on him all the time. In truth, it would have overtaken him and carried him away had he not dropped a gold-headed pin from the folds of his shirt on the road behind him. There was a roar in the air above him and, when he looked again, the dullahan was gone."

- County Gallaway (Name changed upon request)

For fear of losing their head, a Dullahan avoids all forms of running water and extreme depths. A Dullahan will opt, when possible, to cross streams at a bridge - whatever the distance - or to simply not cross the running water at all. Some ancient tomes that record studies performed on Dullahan have mention of Dullahan having a tendency of sea-sickness as well.

Servants of a Higher Power

A Dullahan is most often brought into the world by the Raven Queen herself. Because of an unfortunate death brought upon the being by unforeseen events, the Raven Queen - or some other deity, in rare cases - will offer the being a new life under her watchful eyes. Other powerful beings, such as Devils and Prime Deities have been known to employ or create a Dullahan as well. The Devils of the Nine Hells have been known to employ the work of a Dullahan in order to harvest the souls of those who's time has come, while Prime Deities employ or create a Dullahan to see the souls of those who have passed reach their proper final resting place beyond the Divine Gate. Because of the variety of reasons for the creation of a Dullahan, their alignments - though often more Neutral-centric - have the chance of being more aligned towards the Good or Evil sides of the spectrum in some rare cases.

Debts to their Debtors

A Dullahan's life is often tethered to the Raven Queen by a great debt which has brought about their newfound existence, though other deities have been known to make deals with the dying as well. All Dullahan do their utmost to repay these debts through whatever task their deity deems necessary. Debts owed vary from Dullahan to Dullahan as their reasons for becoming who they are is situational. Some pursue these tasks in hopes of being released from their years of servitude earlier, mourning their extended lives at the passing of close friends or companions while others pridefully relish in their duties and pray for a longer time as a humble servant of their god. To be a Dullahan is to accept a debt upon oneself from the deity that offers them this new path. Though this debt is usually centered around the collection of souls, other deities may encourage a certain path for a Dullahan in their years of servitude in order to pay off their debt for this second life.

Dullahan who seek adventure are most often doing so out of fealty or duty towards their debtor. A Neutral Aligned Dullahan, most commonly, has a life centered upon ensuring the safe passage of souls into the Raven Queen's loving embrace, though sometimes a Dullahan of the Raven Queen has a life centered around the eradication of undeath and those who would pervert the sanctity of ones passing. A Good Aligned Dullahan is often connected to a Higher Power of a Good Alignment, and their life and debt is usually focused around the ideals of keeping the peace throughout the material plane or the insurance of a souls passing to their proper and final resting place. For more a Evil Aligned Dullahan, their lives are cyclical to the collection of souls who's time has come. These Evil Aligned Dullahan are more reckless and collect souls where possible as payment towards their deity who finds value in human souls, either for eternal torment or other nefarious schemes.

Dullahan Names

The Dullahan do not share their true names with anyone, for the especially know the power that a name holds. The Dullahan commonly use a human name to socially interact. The name they use is usually taken from the first human the Dullahan meets. In some cases, the Dullahan's first meeting is with a deity that has created them, and they will in turn choose a name that reveres that deity, or their deities tenets. 

Dullahan Traits

It’s hard to make generalizations about a dullahan, but your dullahan character has these traits.

Ability Score Increase

Your Constitution score increases by 2 and your Dexterity score increases by 1.

Age

Dullahan reach physical maturity at the same age as humans. A Dullahan typically can live to be 750 to 1000 years old.

Alignment

A Dullahan doesn't differentiate between who they kill and tend to be of a neutral alignment.

Size

Dullahan vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common, Sylvan and one extra language of your choice. While headless, your body can communicate through gestures and the manipulation of the smoke trail curling from your neck.

Fear of Gold

A Dullahan has an irrational fear gold in any form. You cannot carry gold in any form and grow nervous when in proximity to gold. A Dullahans preferred method of getting paid is with gemstones or magical items.

Fear of Running Water

For fear of losing their head, a Dullahan avoids all forms of running water and extreme depths. A Dullahan will opt, when possible, to cross streams at a bridge -whatever the distance- or to simply not cross the running water at all. Some books have mention of Dullahan having a tendency of sea-sickness as well. 

Darkvision

Due to your Fey nature, you gain the use Darkvision. You have superior vision in dark and dim Conditions. 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.

Seeing Body

Your headless body has Blindsight out to 20 feet.

Indistinguishable

A Dullahan with an attached head is indistinguishable from the race they once were. 

Headless

A Dullahan can remove their head without harm, granting themselves advantage on Intimidation checks. If the head is farther then 60 feet from the body, you have disadvantage on Attack Rolls and Saving Throws until it is within range. If your head is beyond 60 feet of your body, on your turn, you must use your movement to return to within 60 feet of your head.

As a free action, you can pick up your head and either hold it or re-attach it to your head.

Headgames

When you are subject to a Critical Hit from a melee weapon that targets your head, Thunder Damage or Force Damage, roll a Dexterity Saving Throw. The DC equals 10 or half the damage you take, whichever number is higher. On a failed save, your head detaches from your body and is sent flying (Distance = 2 x Attacking Creatures Strength Modifier; minimum 5 feet).

Additionally, as a reaction, you can cast the spell Cause Fear as a 1st-level spell, with a DC of 8 + Proficiency + Wisdom Modifier, once with this trait and regain the ability to do so when you finish a short rest.

Trance

A Dullahan does not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Tool Proficiency

You gain proficiency with Thieves' Tools.

Dullahan Instinct

You gain proficiency with one skill of your choice.

Dullahan Legacy

You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Charm Person spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Phantom Steed spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Dullahan's Call

Upon reaching 20th Level, you have become a full herald of death. You can cast Power Word Kill (9th) once per Long Rest. Wisdom is your spell casting ability for this spell.

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