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Dullahan

Large · Fey · CR 11 · Lawful Evil

Source. Tome of Beasts
Armor Class
17 (natural armor)
Hit Points and Hit Dice
178 (17d10+85)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
19
+4
DEX
18
+4
CON
20
+5
INT
13
+1
WIS
15
+2
CHA
17
+3

Overview

Category Monsters
Size Large
Type Fey
Alignment Lawful Evil
XP 7200
Initiative Bonus +4

Movement

Walk 60 ft (18.3 m)
Swim 30 ft (9.1 m)
Climb 30 ft (9.1 m)
Crawl 30 ft (9.1 m)

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 16

Skills

Intimidation +7 Perception +6 Persuasion +7 Survival +6

Languages

Common, Elvish, Sylvan

Resistances & Immunities

Damage Immunities
necrotic
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened, exhaustion

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

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 15 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 move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightened instead. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save.

Deathly Doom (1/Day)

As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane.

Innate Spellcasting

the dullahan's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components:

at will: bane, chill touch, hex, knock

3/day each: false life, see invisibility

1/day: blight

Relentless Advance

The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces.

Actions

Multiattack

The dullahan makes two attacks with its spine whip.

Seal the Doom

The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours.

Spine Whip

+8 to hit, reach 10 ft (3 m). Hit: 2d10 necrotic damage.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone.

Reactions

Interposing Glare

When the dullahan is hit by a melee attack it can move its severed head in front of the attacker's face. The attacker is affected by the dullahan's Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage.

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

When using Dullahan in your D&D 5e campaign, consider these tactical approaches:

  • Boss Encounter: Suitable for climactic moments
  • Multi-phase Battle: Plan dramatic tension with multiple phases

Player Guide: Facing Dullahan

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Major Threat: Prepare for epic battle
  • Resource Management: Conserve powerful abilities

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

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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