CREATURE 7
Perception +14; lifesense 60 feet
Languages Common, Necril
Skills Athletics +15, Intimidation +17, Stealth +13, Survival +15
Str +6 Dex +2 Con +2 Int +2 Wis +3 Cha +4
Items full plate, +1 hatchet, +1 longsword
AC 28; Fort +13, Ref +15, Will +17
HP 95, fast healing 5; Immunities poison, fear, death effects, disease, paralyzed, unconscious; Weaknesses good 5
Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 23
Speed 20 feet
Melee keen longsword +18 (magical, versatile p), Damage 1d8+10 slashing
Melee keen returning hatchet +17 (agile, sweep), Damage 1d6+10 slashing
Melee fist +18 (agile, nonlethal), Damage 1d4+10 bludgeoning
Ranged keen returning hatchet +14 (agile, thrown 10 feet), Damage 2d8+10 slashing
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 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 (conjuration, occult) The dullahan summons a war horse with elite adjustments (page 6) and the fiend trait. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed.
Bestiary, page 140.
Open Dullahan in the interactive creatures list or browse all creatures starting with D.