Dullahan.json 13 KB

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  1. {
  2. "ac": 28,
  3. "alignment": "LE",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": 4,
  7. "constitution": 2,
  8. "creature_ability": [
  9. "Frightful Presence",
  10. "Attack of Opportunity",
  11. "Head Hunter",
  12. "Reap",
  13. "Summon Steed"
  14. ],
  15. "creature_family_markdown": "",
  16. "dexterity": 2,
  17. "exclude_from_search": false,
  18. "fortitude_save": 13,
  19. "hp": 95,
  20. "hp_raw": "95 ( fast healing 5)",
  21. "id": "creature-171",
  22. "image": [
  23. "/Images/Monsters/Dullahan.png"
  24. ],
  25. "immunity": [
  26. "fear",
  27. "death effects",
  28. "disease",
  29. "poison",
  30. "paralyzed",
  31. "unconscious"
  32. ],
  33. "immunity_markdown": "fear, death effects, disease, poison, paralyzed, unconscious",
  34. "intelligence": 2,
  35. "language": [
  36. "Common",
  37. "Necril"
  38. ],
  39. "language_markdown": "[Common](/Languages.aspx?ID=1), [Necril](/Languages.aspx?ID=20)",
  40. "level": 7,
  41. "markdown": "<title level=\"1\" pfs=\"Standard\">[Dullahan](/Monsters.aspx?ID=171)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nRiding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue living. When closing in for the kill, the dullahan first whispers its victim’s name, then swiftly collects its prize, casting a pall of dread upon all who witness the grim execution.\n\n 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 afterlife). Most dullahans return to their former homelands, where they can exact vengeance those they feel wronged them in life (or their living descendants). A dullahan’s concept of justice is swift and merciless, and once it has selected a target, it is unwavering in its cause.\n\n Perhaps even more than revenge on the living, a dullahan desires its own rotted head. An individual who wields the head of a dullahan is powerful indeed, for a dullahan will grudgingly serve such a master in the hopes of reclaiming its missing skull. Mighty fiends such as devils command dullahans to harvest souls or lead armies for them, while a mortal might use such an undead warrior to fulfill a personal vendetta. No matter its master’s rank or station, however, a dullahan won’t hesitate to kill its liege and reclaim its head when the opportunity presents itself.\n\n Most dullahan lairs are abandoned, overgrown ruins or other dilapidated places where severed heads and other trophies line the walls. Some dullahans, on the other hand, are content to simply commit their foul deeds and leave the remains of their decapitated victims in the streets, strewn among a copse of dead trees, or unceremoniously tossed in a bog hole.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Undead](/Rules.aspx?ID=563)**\r\n([Religion](/Skills.aspx?ID=13)): DC 25\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 23\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 20\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Dullahan.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 7\">[Dullahan](/Monsters.aspx?ID=171)</title>\r\n\r\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"LE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Medium\" />\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 140</row>\n\n**Perception** +14; lifesense 60 feet\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1), [Necril](/Languages.aspx?ID=20)\r\n\r\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +15, [Intimidation](/Skills.aspx?ID=7) +17, [Stealth](/Skills.aspx?ID=15) +13, [Survival](/Skills.aspx?ID=16) +15\r\n\r\n<row gap=\"medium\">\r\n**Str** +6\r\n\r\n**Dex** +2\r\n\r\n**Con** +2\r\n\r\n**Int** +2\r\n\r\n**Wis** +3\r\n\r\n**Cha** +4\r\n</row>\n\n**Items**\r\n[Full Plate](/Armor.aspx?ID=13), [_+1 longsword_](/Weapons.aspx?ID=31), [_+1 hatchet_](/Weapons.aspx?ID=27)\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 28 \r\n\r\n**Fort** +13 \r\n\r\n**Ref** +15 \r\n\r\n**Will** +17 \n\n</row>\r\n\r\n**HP** 95\r\n([fast healing](/MonsterAbilities.aspx?ID=15) 5)\n\n**Immunities**\r\nfear, death effects, disease, poison, paralyzed, unconscious\n\n**Weaknesses**\r\ngood 5\r\n\r\n**Frightful Presence** ([aura](/Traits.aspx?ID=206), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) 30 feet, DC 23<br /> **Attack of Opportunity** <actions string=\"Reaction\" />\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 20 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\n_keen longsword_ +18 ([Magical](/Traits.aspx?ID=103), [versatile P](/Traits.aspx?ID=200)),\r\n**Damage** 1d8+10 slashing\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\n_keen returning hatchet_ +17 ([Agile](/Traits.aspx?ID=170), [Sweep](/Traits.aspx?ID=194)),\r\n**Damage** 1d6+10 slashing\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nfist +18 ([Agile](/Traits.aspx?ID=170), [Nonlethal](/Traits.aspx?ID=188)),\r\n**Damage** 1d4+10 bludgeoning\r\n\r\n**Ranged**\r\n<actions string=\"Single Action\" />\r\n_keen returning hatchet_ +14 ([Agile](/Traits.aspx?ID=170), [thrown 10 feet](/Traits.aspx?ID=195)),\r\n**Damage** 2d8+10 slashing\n\n**Head Hunter** Any slashing weapon a dullahan wields becomes [_keen_](/Equipment.aspx?ID=300), and any hatchet it wields becomes [_returning_](/Equipment.aspx?ID=301). 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.\r\n\r\n**Reap** <actions string=\"Two Actions\" /> 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.\r\n\r\n**Summon Steed** <actions string=\"Two Actions\" /> ([Occult](/Traits.aspx?ID=120), [Conjuration](/Traits.aspx?ID=33)) The dullahan summons a [warhorse](/Monsters.aspx?ID=268) with elite adjustments and the fiend trait. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Dullahan Legends</title>\r\n\r\nIn Ustalav, residents recite legends of a cadre of dullahans who drive the “Coach of the Silent,” a macabre funeral carriage pulled by a team of spectral horses. To the west, among the Lands of the Linnorm Kings, Ulfen warriors whisper of dullahans who hunt down their victims using packs of hellish ebony hounds. And along the western coasts of Garund, pirates and merchants alike insist of the existence of a black-sailed ship crewed entirely by headless undead sailors.\r\n</aside>",
  42. "name": "Dullahan",
  43. "npc": false,
  44. "perception": 14,
  45. "pfs": "Standard",
  46. "rarity": "uncommon",
  47. "reflex_save": 15,
  48. "release_date": "2019-08-01",
  49. "resistance": {},
  50. "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 140</row>\n\n<row gap=\"medium\">\r\n**HP** 95 ( fast healing 5)\r\n\r\n**AC** 28\r\n\r\n**Fort** +13\r\n\r\n**Ref** +15\r\n\r\n**Will** +17\r\n\r\n**Perception** +14\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nRiding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue …\r\n</summary>",
  51. "sense": "lifesense 60 feet",
  52. "sense_markdown": "lifesense 60 feet",
  53. "size": [
  54. "Medium"
  55. ],
  56. "skill": [
  57. "Athletics +15",
  58. "Intimidation +17",
  59. "Stealth +13",
  60. "Survival +15"
  61. ],
  62. "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +15, [Intimidation](/Skills.aspx?ID=7) +17, [Stealth](/Skills.aspx?ID=15) +13, [Survival](/Skills.aspx?ID=16) +15",
  63. "source": [
  64. "Bestiary"
  65. ],
  66. "source_raw": [
  67. "Bestiary pg. 140"
  68. ],
  69. "source_category": "Rulebooks",
  70. "source_markdown": "<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 140</row>",
  71. "speed": {
  72. "land": 20,
  73. "max": 20
  74. },
  75. "speed_markdown": "20 feet",
  76. "speed_raw": "20 feet",
  77. "spell_markdown": "",
  78. "stealth": "13",
  79. "strength": 6,
  80. "strongest_save": [
  81. "will"
  82. ],
  83. "summary": "Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue …",
  84. "summary_markdown": "Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue …",
  85. "text": " Dullahan Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue living. When closing in for the kill, the dullahan first whispers its victim’s name, then swiftly collects its 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 afterlife). Most dullahans return to their former homelands, where they can exact vengeance those they feel wronged them in life (or their living descendants). A dullahan’s concept of justice is swift and merciless, and once it has selected a target, it is unwavering in its cause. Perhaps even more than revenge on the living, a dullahan desires its own rotted head. An individual who wields the head of a dullahan is powerful indeed, for a dullahan will grudgingly serve such a master in the hopes of reclaiming its missing skull. Mighty fiends such as devils command dullahans to harvest souls or lead armies for them, while a mortal might use such an undead warrior to fulfill a personal vendetta. No matter its master’s rank or station, however, a dullahan won’t hesitate to kill its liege and reclaim its head when the opportunity presents itself. Most dullahan lairs are abandoned, overgrown ruins or other dilapidated places where severed heads and other trophies line the walls. Some dullahans, on the other hand, are content to simply commit their foul deeds and leave the remains of their decapitated victims in the streets, strewn among a copse of dead trees, or unceremoniously tossed in a bog hole. Recall Knowledge - Undead (Religion): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Dullahan Source Bestiary pg. 140 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 longsword , +1 hatchet --- AC 28 Fort +13 Ref +15 Will +17 HP 95 (fast healing 5) Immunities fear, death effects, disease, poison, paralyzed, unconscious Weaknesses good 5 Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 23 Attack of Opportunity Reaction --- Speed 20 feet Melee Single Action keen longsword +18 (Magical, versatile P), Damage 1d8+10 slashing Melee Single Action keen returning hatchet +17 (Agile, Sweep), Damage 1d6+10 slashing Melee Single Action fist +18 (Agile, Nonlethal), Damage 1d4+10 bludgeoning Ranged Single Action 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 Two Actions 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 Two Actions (Occult, Conjuration) The dullahan summons a warhorse with elite adjustments and the fiend trait. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed. Dullahan Legends In Ustalav, residents recite legends of a cadre of dullahans who drive the “Coach of the Silent,” a macabre funeral carriage pulled by a team of spectral horses. To the west, among the Lands of the Linnorm Kings, Ulfen warriors whisper of dullahans who hunt down their victims using packs of hellish ebony hounds. And along the western coasts of Garund, pirates and merchants alike insist of the existence of a black-sailed ship crewed entirely by headless undead sailors. ",
  86. "trait": [
  87. "Uncommon",
  88. "Undead",
  89. "LE",
  90. "Medium"
  91. ],
  92. "trait_markdown": "[Uncommon](/Traits.aspx?ID=159), [Undead](/Traits.aspx?ID=160)",
  93. "trait_raw": [
  94. "Uncommon",
  95. "Undead"
  96. ],
  97. "type": "Creature",
  98. "url": "/Monsters.aspx?ID=171",
  99. "weakest_save": [
  100. "fort",
  101. "fortitude"
  102. ],
  103. "weakness": {
  104. "good": 5
  105. },
  106. "weakness_markdown": "good 5",
  107. "weakness_raw": "good 5",
  108. "will_save": 17,
  109. "wisdom": 3
  110. }