Library / Bestiary

Dullahan

CR 7.00 Undead LE Medium
Clad in ragged black robes and tarnished armor, this grim, headless rider is surrounded by an aura of menace.

Terrifying reapers of souls, dullahans are created by powerful fiends from the souls of particularly cruel generals, watch-captains, or other military commanders. Sent back from the pits of Hell to sow terror and harvest new souls, dullahans return to the towns or villages they lived in as mortals. While their favored victims are evil men and women (or their living descendants) whose souls are destined for Hell, the dullahans have no qualms about adding innocents to their lists of victims.

Legends tell of powerful dullahans who can summon not just a single fiendish mount, but an entire carriage pulled by six powerful ebony horses. Known as a “Coach of the Silent,” these powerful undead are CR 14 with 20 Hit Dice, the advanced creature simple template, and the ability to cast trap the soul on those who fail to resist their death's calling. These souls take seats in the coach, where they languish forever—or at least until the dullahan himself is slain.

STR
20
DEX
14
CON
-
INT
14
WIS
16
CHA
18
HP
85 (10d8+40); fast healing 5
AC
21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
Speed
30 ft. (20 ft. in armor)
Init
+2
Melee
+1 keen longsword +14/+9 (1d8+6/17-20 plus 1d6 cold)
BAB
+7
CMB
+12
CMD
24
Fort
+7
Ref
+5
Will
+12
SR
18
Defensive Abilities
channel resistance +4

Weapons: Simple

Chilling Blade — A dullahan is proficient with all simple and martial slashing weapons. When it wields a slashing weapon, the blade inflicts +1d6 cold damage and gains the keen weapon property.

Death's Calling — Once per day as a standard action, a dullahan may place death's calling on a target within 60 feet (DC 22 Fortitude negates). If the dullahan knows and speaks the target's name, the target takes a –2 penalty on the save. If the victim fails the save, he becomes staggered for 1d6 rounds. For the next 24 hours (or until the dullahan is slain), all critical hits against the victim automatically confirm. Finally, the victim automatically fails all Constitution checks to stabilize while dying. This is a mind-affecting curse effect. The save DC is Charisma-based.

Summon Mount — As a standard action, a dullahan can summon a war-trained heavy horse with the fiendish creature simple template. This horse remains until it is slain or the dullahan dismisses it. He can only have one such horse in his service at a time.

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Mounted Combat from Feat

<p class="stat-block-1"> Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.</p>

Ride-By Attack from Feat

<p class="stat-block-1"> When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.</p>

Trample from Feat

<p class="stat-block-1"> When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Handle Animal +14, Intimidate +17, Perception +16, Ride +7, Spellcraft +15, Stealth +10

Details
Type
Undead
Alignment
LE
Size
Medium
Environment
any
Organization
solitary
Treasure
double (+1 full plate, +1 longsword, other treasure)
Senses
blindsight 60 ft.; Perception +16
Languages
Common, Sylvan
Source
Bestiary 2
Sources Used in This Record
5 House/Core
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mounted Combat (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Ride-By Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Trample (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.