Dullahan, Slight Variant (5e Race)
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Dullahan are members of the ancient Fae that are traditionally viewed as headless riders. They wear black armour with a neck guard and either wear their head on their shoulders or carry it in their off hand.
No one knows where the Dullahans came from, some say they are from the shadowfell, some believe they are spirits of the dead in search of vengeance. But what is known is that they are terrifying creatures, that search the material plane for restless souls. It is not known what they do to such souls, but some say they consume the souls for power, others say they can purify these souls and give them rest, while others, more fearful believe they don't seek restless souls, they seek targets, people that they kill and take their souls to torment for all eternity. But the Tieflings, who also suffer prejudices, tend to sympathize with the Dullahans, and for some weird reason, the Halflings and the Gnomes seem to not mind the rumors, and fears of the other races. But there is one rule of the Dullahan that every race knows, and no matter how friendly someone may be with a Dullahan, they will cower in fear when the head of a Dullahan is stolen, for anyone and anything that stands between them and their heads will perish, and the thief will suffer a death worse than the curse of a god.
Among the Fae, Dullahans are viewed as kin to Banshees, Kelpies, and other dark creatures. However, they fulfill an important purpose in both Fae and mortal culture. The role of the reaper, the harbingers of death, they are guides of the soul after death.
Dullahans true names tend toward repeating syllables. They don't willingly reveal their true names to any but another Dullahan, simply because they don't like to appear foolish to the mortal races. There are exceptions to this. Most males have two separate names in honour of the first Dullahan "Crom Dubh"
Male: Mnoh Vis, Khit Tuc, Frur Tor
Female: LaLa, MeiMei, VidVid
The headless harbingers of death.
Ability Score Increase. Two ability scores of your choice each increase by 1.
Age. Dullahans reach physical maturity in their early twenties, but, similarly to elves, are not intellectually considered an adult until much later in their life, typically around 200 years old. They do not die of old age.
Alignment. Dullahans typically tend toward neutral alignments, as death comes for everyone.
Size. Dullahans have a heavy build and stand about a head and a half taller than humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Menacing. You gain proficiency in the Intimidation skill.
Reaper's Mysticism. You know the toll the dead cantrip and can cast it at will. When you reach 3rd level, you can cast comprehend languages once using this trait. When you reach 5th level, you can cast find steed once using this trait. Charisma is your spellcasting ability for these spells. You regain all expended uses of this trait when you complete a long rest.
Spine Whip. Legends tell of those who have attempted to observe a dullahan collecting the souls of the dead only to have the dullahan lash out their eyes with a whip made out of a human spine. You have proficiency with whips and when you make a successful attack with a whip, you may attempt to whip that target's eyes. The target rolls a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, the target is blinded until the end of your next turn. After you have used this ability, you can't use it again until you complete a short or long rest.
Weak to Gold. You have an irrational fear of gold. You have disadvantage on ability checks if you can see a gold object of any size. In addition, when attacked with a gold plated weapon, the weapon deals max damage to you.
Headless. A Dullahans head is not attached to its body and can be removed at will, when a dullahans head is separated from its body, the body is considered blind if the head cannot see it, however a headless dullahan can still hear without its head, though it can only hear with either its head or its body at any given time. A dullahan is immune to being decapitated. A dullahan always knows where its head is at any given time, and if they perform a 30 minute ritual they can summon their head to their body, given that the two are on the same plane. When separated a dullahans head has an AC equal to 10 + the dullahans Dex Mod, and any damage done to the head is done to the dullahan as a whole.
Languages. You can speak, read, and write Common, Sylvan, and one other language of choice.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|6′ 3″||+ 2d12||220 lb.||× (4d10) lb.|
For use on Adventiera