Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Common, Elvish, Sylvan
Resistances & Immunities
Traits
Baleful Glare
When a creature that can see the eyes of the dullahan’s severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 17 Wisdom saving throw if the dullahan isn’t incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way, the creature must take the Dash action and move away from the dullahan by the safest available route. A doomed creature that fails this saving throw is restrained while frightened instead.
Relentless Advance
Moving through difficult terrain doesn’t cost the dullahan extra movement, and the dullahan can move across the surface of water as if it were harmless, solid ground.
Relentless Nature
The dullahan doesn’t require food, drink, or sleep.
Actions
Multiattack
The dullahan makes three Spine Whip or Necrotic Bolt attacks. It can replace one attack with a use of Seal the Doom.
Necrotic Bolt
+7 to hit, range 120 ft (36.6 m). Hit: 4d8+3 necrotic damage.
Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) necrotic damage.
Seal the Doom
The dullahan points at a creature doomed by Deathly Doom within 40 feet of it that it can see. The creature must make a DC 17 Constitution saving throw. On a failure, the target immediately drops to 0 hp if it is below half its hp maximum. On a success, the target is immune to the dullahan's Seal the Doom for the next 24 hours.
Spine Whip
+8 to hit, reach 10 ft (3 m). Hit: 2d6+4 plus 3d6 necrotic damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or fall prone as it is wracked with pain.
Bonus Actions
Deathly Doom
The dullahan magically dooms a creature for 1 hour. It can have only one creature doomed at a time. If it dooms another, the effect on the previous target ends. The dullahan knows the direction to the doomed creature as long as both are on the same plane of existence.
About Dullahan
Dullahan is a large fey with a Challenge Rating of 11. It has a lawful evil alignment.
In combat, this creature maintains an Armor Class of 17 and possesses 178 hit points (derived from 17d10 + 85).
Dullahan has communication capabilities including Common, Elvish, Sylvan. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Dullahan
2 tips available
GM Tips: Using Dullahan
When using Dullahan in your D&D 5e campaign, consider these tactical approaches:
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Boss Encounter: Suitable for climactic moments
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Multi-phase Battle: Plan dramatic tension with multiple phases
Player Guide: Facing Dullahan
2 strategies available
Player Guide: Facing Dullahan
When your party encounters this creature, keep these strategies in mind:
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Major Threat: Prepare for epic battle
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Resource Management: Conserve powerful abilities
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 11.
Solo Encounter:
A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 13,200 XP
- Hard: 19,800 XP
- Deadly: 26,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Dullahan?
- Dullahan has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
- What type of creature is Dullahan?
- Dullahan is a Large Fey, which affects how certain spells and abilities interact with it.
- What languages does Dullahan speak?
- Dullahan can communicate in Common, Elvish, Sylvan.
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Related D&D 5e Content
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