Homebrew Dullahan Species Details
A dullahan's sole purpose in this realm is cleanse it of lost and restless souls. This prompts many of them to wander, looking for the undead and those that create them. Once they reach adulthood, they rarely wander back to their home village, only visiting it once every few years until they are ready to retire there permanently, be it from infirmity or age.
Being a reaper of souls, most other creatures fear the site of dullahan. Due to this, a dullahan is typically alone when away from their village except for their faithful smoke steed. This makes them very hesitant to make connections, but they are steadfast with the connections that they do form. Dullahan are known to occasionally form connections with other ostracized and fearless creatures, such as tieflings, fey, and halflings.
Dullahan Traits
Being of fey ancestry, dullahan have a variety of inborn traits .Ability Score Increase
Your Charisma increases by 2 and one other ability score of your choice increases by 1.
Alignment
Dullahan tend toward neutral alignments.
Darkvision
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.
Intimidating Presence
You have proficiency in the Intimidation skill.
Trance
As a Fey creature, your body works different than normal humanoids. You do not need to sleep. Instead, you enter a dormant state remaining semiconscious, for 4 hours a day.
Headless
Dullahans have existed as headless reapers for as long as the oldest can remember. You cannot be killed by decapitation. You may attach or detach your head at will. You always know the distance and direction to your head unless it is on another plane.
Damage done to your head when seperated reduces your hit points. When separate, both head and body can see and hear. Your headless body cannot speak but can eat and drink as well as cast spells, even spells with verbal components.
Unseele Magic
Fey creatures have magic in their veins, Dullahan are no different. Dullahan use this power to summon a ghost-like spectral steed. The sight of one of these ghostly horses is typically a death sentence for an unfortunate soul. They also use this power to magically open doors and enter the homes of those who flee. None may escape the reaper.
You know the thaumaturgy cantrip. Once you reach 3rd level you can cast 'find steed' once per long rest. The mount conjured is considered a fey creature. Additionally the steed can be stored in your shadow as an action and can be retrieved as a bonus action. Once you reach 5th level you can cast 'knock' once per long rest.
Weakness to Gold
Dullahan are feared throughout the land, and many see them as icons of death. However, they have one major weakness: Gold. The presence of gold cripples a dullahan, making them vulnerable to those who would rebel against death. Their weakness to gold is so overpowering that it takes major willpower from a dullahan simply to keep it on hand.
You have vulnerability to bludgeoning, piercing, and slashing damage from gold plated weapons. If you are carrying or touching anything made of gold make a DC 15 Constitution saving throw or drop/release the item. Repeat this save every turn you carry the gold.
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