Homebrew Dullahan Species Details

The Dullahan is depicted as a headless rider, usually on a black horse, who carries their own head under one arm. Usually, Dullahan are male, but there are some female versions.  The Dullahan is believed to use the spine of a human corpse for a whip, and its wagon is adorned with funeral objects.  In actuality Dullahan warn others of incoming death. They are more of a herald of death than anything else.  A dullahan is a type of fey creature born of the Unseele Court. Dullahan resemble undead due to their heedlessness but both head and body are kept alive by a curse that can't be lifted.  Dullahan can also resemble humans or elves.  Their skin color range from any human or elf color.  They can also wear helmets even if they aren't wearing their head.  Inclined to travel at night by Unseele magic and their own appearance, grim folklore has sprung up about them. Dullahan are created by Unseele fey when they decapitate a human as part of a dark ritual.

Dullahan Traits

Dullahan are heralds of death coming to warn the living.

From the Void

Whether or not your illuminated you cast a shadow that is as dark as a never ending void.  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.  Any mount or vehicle that this Dullahan kills or owns that can't fly can be used as a summon for this spell.

As a bonus action you can summon from your shadow a large spectral scythe, which counts as a natural weapon.  You can use an action to attack with it.  This scythe counts as magical and silvered for the purposes of getting over resistances.  If you hit with it, you deal psychic damage equal to 1d6 + your constitution modifier.  You can return it to your shadow as a bonus action.

This weapon's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Weakness to Gold

You have vulnerability to bludgeoning, piercing, and slashing damage from gold plated weapons. You can´t carry any form of Gold, and grow nervous when in proximity of Gold. Your preferred method of payment is Gems or Magic-items.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance

You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Ability Score Increase.

Your can choose a score increases by 2, and your Constitution score increases by 1.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects.

Severed Head

Severed Head. 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 point maximum by the amount of damage taken. When separate, only your head can see and hear. Your headless body has a Blindsight of 30 ft. and cannot speak, but can cast spells, even spells with verbal components, as long as your head still exists.

your head does not need to breath. 

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Comments

Posts Quoted:
Reply
Clear All Quotes