Dulachan (5e Race)
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Dulachan[edit]
“ | I've got a phantom headache. | ” |
—Ichabod Crane, Dulachan of Sleepy Hollow |
Undead created by the bodies of decapitated humanoids, a plume of ghostly smoke, ethereal flame, or simply a black void on the stump where their head should be. Their bodies, while often pallid, are otherwise intact as they have ceased aging or rotting. Woe to be anyone who steals a dulachan's head, lest they be haunted by the undying spirit for eternity.
Description[edit]
Dulachan (better known as dullahan) are created from humanoids, and thus their exact appearance varies based on their original species. All, however, lack a head and all have their abilities replaced by the abilities of a dulachan. As undead they are not born, and will never die short of destruction. The example average height and weight are for the classic human dulachan.
Height & Weight | |||||
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Species | Base Height | Height Mod | Base Weight | Weight Mod | Average |
Dulachan | 4'8" | +2d10 | 100 lbs. | x (2d4) lbs. | 5'7", 155 lbs |
Dulachan Psychology[edit]
Being undead born of violent deaths, the first thing on the mind of most Dulachans upon creation is revenge. Often, it is the only thing they remember with their life becoming a vague haze of before their deaths, and subsequently their previous alignment and allegiances may shift and change. Be it though subsequent unlife experiences, recalling more of their previous self, or sometimes even succeeding at their mission of revenge, some dulachans may mellow out and develop strong, unique personalities of their own. Most retain some manner of dourness, bitterness, or being quick to anger.
With no goal ahead of them and an eternity of unlife awaiting them, many old Dulachan eventually go mad or fall to more murderous or evil tendencies. Only those of strong will will pass the ages without falling to the temptations of darkness.
Territories[edit]
Dulachan are not natural creatures and have no territories, though many haunt the lands they perished in.
Dulachan Adventurers[edit]
A dulachan may seek its missing head or even if it has its head (or a head-like replacement), or otherwise quest to do right what once went wrong. In this respect they are not unlike revenants.
Dulachan Names[edit]
Dulachans keep the names they had in life.
Dulachan Traits[edit]
Dulachan
- Creature Type. Humanoid
- Ability Score Increase. Increase one ability score by 2 and another one by 1, or increase three different ability scores by 1.
- Age. N/A
- Alignment. Dulachan are usually more evil or chaotic than their original selves.
- Size. Your size is Medium or Small.
- Speed. Your base speed is 30 feet.
- Darkvision: Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Decapitated. Dulachan are immune to decapitation and anything involving the physical presence of their head.
- Haunted Head. A dulachan may have its head, effectively an object which they can carry around with one hand. The head moves and emotes as appropriate, but the dulachan still retains its senses and voice coming from the stump where its head should be. The head can be placed upon the stump, where it visibly floats separated from the neck and will fall to the ground if ever disarmed or the dulachan is knocked prone. As a bonus action at will, the dulachan can see, hear, and speak from its severed head even if separated from its body for 1 round. As long as the head is in line of sight to their body, their body may act with their senses intact as normal. They always know the direction (but not distance) to their head but any effect which prevents divination or moving to another plane prevents the dulachan from seeing through their head or divining its direction.
- If their head is ever lost or destroyed, they may spend 8 hours attuning to a new head-like object. This can be a skull, a pumpkin, or even a lantern. The new object becomes the head and is capable of emoting and seeing as if it were their original head. Most dulachan would find this disturbing and seek to somehow regain their original heads instead. Whatever amounts to their head has 1/2 the dulachan's hp, AC 10, the dulachan's saving throws, and a walking speed of 0 ft. Effects which affect the body also effect the head (but not vice versa).
- Frightful Appearance. As a bonus action against any creature that hasn't taken a turn in combat yet or is surprised, you can radiate a baleful aura of fear out to 60 ft. You can target a number of creatures equal to your proficiency bonus. The creature must make a Wisdom save or become frightened for a duration of Concentration (up to 1 minute). The dulachan may choose to radiate this effect from either their body or their head, selected upon use.
- Necrotic Resistance. You are resistant to necrotic damage.
- Terrifying Presence. You have proficiency in the Intimidation skill.
- Undead Nature. A dulachan doesn't require air, food, drink, or sleep.
- Languages. You can speak, read, and write Common and one other language
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Eiji-kunv |
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Ability Mods | Increase one ability score by 2 and another one by 1, or increase three different ability scores by 1. + |
Author | Eiji-kun + |
Canon | true + |
Features | Age +, Alignment +, Size +, Speed +, Darkvision 60 +, Decapitated +, Haunted Head +, Frightful Appearance +, Necrotic Resistance +, Terrifying Presence +, Undead Nature + and Languages + |
Identifier | 5e Race + |
Is Race | true + |
Race Name | Dulachan + |
Rating | Undiscussed + |
Size | Medium or Small + |
Summary | Don't lose your head, but you're dead. Not that that has stopped you. + |
Title | Dulachan + |
Type | Humanoid + |