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DullahanCreature 7


UncommonLEMediumUndead
Source Pathfinder Bestiary
Perception +14 (lifesense 60 feet)
Languages Common, Necril
Skills Acrobatics +15, Intimidation +17, Stealth +13, Survival +15
Str +6, Dex +2, Con +2, Int +2, Wis +3, Cha +4

AC 28; Fort +13; Reflex +15; Will +17;
HP 95 (fast healing 5)
Speed 20 feet
Immunities death effects, disease, fear effects, paralyzed, poison, unconscious
Weaknesses Good 5

Keen Longsword One Action +18 (+13, +8) to hit (magical, versatile p) 1d8+10 Slashing
Keen Returning Hatchet One Action +17 (+13, +9) to hit (agile, sweep) 1d6+10 Slashing
Fist One Action +18 (+14, +10) to hit (agile, nonlethal) 1d4+10 Bludgeoning
Keen Returning Hatchet One Action +14 (+10, +6) to hit (agile, thrown 10) 2d8+10 Slashing

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Fast Healing 5

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Frightful Presence (aura, emotion, fear, mental)

30 feet Aura DC 23 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Head Hunter

Any slashing weapon a dullahan wields becomes Keen, and any hatchet it wields becomes Returning. If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target. These effects remain only while the dullahan holds the weapon.

Reap Two Actions

The dullahan removes the head of a dead creature within reach. Each creature within the area of the dullahan's frightful presence must attempt a new save, even if they are temporarily immune.

Summon Steed Two Actions (conjuration, occult)

The dullahan summons a War Horse with elite adjustments and the fiend trait. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed.


Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue living. When closing in for the kill, the dullahan first whispers its victim's name, then swiftly collects its prize, casting a pall of dread upon all who witness the grim execution.

A dullahan manifests when a particularly violent warrior is beheaded and the warrior's soul stubbornly clings to material existence (or is refused entry to the afterlife). Most dullahans return to their former homelands, where they can exact vengeance those they feel wronged them in life (or their living descendants). A dullahan's concept of justice is swift and merciless, and once it has selected a target, it is unwavering in its cause.

Perhaps even more than revenge on the living, a dullahan desires its own rotted head. An individual who wields the head of a dullahan is powerful indeed, for a dullahan will grudgingly serve such a master in the hopes of reclaiming its missing skull. Mighty fiends such as devils command dullahans to harvest souls or lead armies for them, while a mortal might use such an undead warrior to fulfill a personal vendetta. No matter its master's rank or station, however, a dullahan won't hesitate to kill its liege and reclaim its head when the opportunity presents itself.

Most dullahan lairs are abandoned, overgrown ruins or other dilapidated places where severed heads and other trophies line the walls. Some dullahans, on the other hand, are content to simply commit their foul deeds and leave the remains of their decapitated victims in the streets, strewn among a copse of dead trees, or unceremoniously tossed in a bog hole.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.