Dullahan
Creature 7 (uncommon) — undead, unholy
AnvilCrasherLANDundeadunholyfear
Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those they deem unfit to continue living. When closing in for the kill, the dullahan first whispers their victim's name, then swiftly collects their prize, casting a pall of dread upon all who witness the grim execution. A dullahan manifests when a particularly violent warrior is beheaded and the warrior's soul stubbornly clings to material existence (or is refused entry to the afte
Source: pathfinder-monster-core
Perception +14; lifesense 60 feet
Languages common, necril
Skills acrobatics +15, intimidation +17, stealth +13, survival +15
Str
+6
Dex
+2
Con
+2
Int
+2
Wis
+3
Cha
+4
Items Hatchet, Longsword, Full Plate
AC 28
Fort +13
Ref +15
Will +17
HP 95 (fast healing 5)
Immunities death-effects, disease, fear-effects, paralyzed, poison, unconscious, bleed
Weaknesses holy 5
Speed 20 feet
Offense
Melee Keen Longsword (magical, versatile-p) +18, Damage 1d8+10 slashing plus Head Hunter
Melee Keen Returning Hatchet (agile, sweep) +17, Damage 1d6+10 slashing plus Head Hunter
Melee Fist (agile, nonlethal, unarmed) +18, Damage 1d4+10 bludgeoning
Ranged Keen Returning Hatchet (agile, thrown-10) +14, Damage 2d8+10 slashing plus Head Hunter
Abilities
Lifesense 60 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Fast Healing 5 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Frightful Presence (aura, emotion, fear, mental) — 30 feet. DC 23 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Reactive Strike —
Head Hunter — Any slashing weapon gains the Keen rune while a dullahan wields it, and any hatchet they wield gains the Returning rune as well. 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.
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 it is temporarily immune.
Summon Steed (occult) — The dullahan summons a war horse with elite adjustments and the fiend and unholy traits. This steed remains until it is slain, the dullahan Dismisses this effect, or the dullahan Summons a Steed again.
WORKS WELL WITH
SniperLANDA ranged damage dealer can pick off Frightened PCs who flee the aura while the dullahan's fast healing lets it hold the line indefinitely.
SnareLANDA controller that keeps a PC restrained or prone denies them the chance to disengage from Reactive Strike range.
PUNISHES
✖ low Will✖ clumping✖ melee reliance
Pairing with another frightful-presence source offers little extra pressure once a target is already Frightened.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Dullahan in the encounter builder — free, no install.
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