My BFRPG One-Shot has turned into a full fledged campaign and I am looking at throwing some new and different creatures at my group.
The Bell Ringer and the Grave Dancer are great and I can't wait to use them.
My main villain is a mad wizard whose main henchman is a Dullahan.
https://monster.fandom.com/wiki/Dullahan
Has anyone statted out one before? I am doing the black coach version of the legend not the horseman version.
The headless horseman version in the Field Guide is an undead creature. The Dullahan is not a undead creature but a dark fae.
Is there a fae or fairy template for BFRPG?
Has Anyone ever statted out a Dullahan?
- Korean Kodiak
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- Solomoriah
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Re: Has Anyone ever statted out a Dullahan?
Template is a dirty word.
And no, there is no such thing. Want to create one?
And no, there is no such thing. Want to create one?
My personal site: www.gonnerman.org
Re: Has Anyone ever statted out a Dullahan?
Field Guide 2 has Fairies.
- Solomoriah
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Re: Has Anyone ever statted out a Dullahan?
I think he means 'fey' in a broader sense though.
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- Dimirag
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Re: Has Anyone ever statted out a Dullahan?
Maybe with more data we (or I) can create such a fae monster...
How strong should it be?
What powers and vulnerabilities should it have?
How strong should it be?
What powers and vulnerabilities should it have?
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
- onearmspence
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Re: Has Anyone ever statted out a Dullahan?
There's a Banshee in B4 - The Lost city. Perhaps you can use it as a guideline for the Dullahan.
Banshees can only be hurt by Magic or Magic weapons. They are inmune to Sleep, Charm and Hold spells. They are not undead, and cannot be turned. P 25
- Korean Kodiak
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Re: Has Anyone ever statted out a Dullahan?
Here is what I came up with
The Dullahan
AC 18, HD 7+2***, #A 1 (Bone Whip or Blood Curse), Dmg: 1d6+Blindness (Bone Whip) or Special, Movement 30’, No. Appearing: 1, Save As: Fighter 6, Morale: 12, Treasure Type: E, Experience Points: 865
The Dullahan is a member of the race known as the dark fae and are often in service to other evil aligned creatures or people. They appear as a human male or female garbed in the black uniform of a coachman. Where their heads should be is instead a trail of black vapor emitting from their neck. They carry their heads next to them which often have a corpse-like appearance with a demonic grin.
They are NOT undead and can not be turned, in addition they are immune to Sleep, Charm and Hold spells. They can only be wounded with magic, magic weapons or weapons made from gold or gold alloy.
Their appearance causes Fear in any creature with 5 or Less Hit Dice (Save vs Spell). Anyone who is struck by their whip must make a Save versus Paralysis, if they fail, they are blinded permanently. They can also bestow a Blood Curse on a victim by spraying their blood on them. Anyone who is targeted must make a Save versus Spell, if they fail, they have been cursed.
Until such time that they can have the curse removed, the victim is -4 to all attack rolls, ability rolls and saving throws. The blindness and blood curse will be lifted if the Dullahan is killed. A cleric casting Remove Blindness and Remove Curse can also lift the afflictions.
The Black Coach of the Dullahan
Movement: 160’ (15’), Armor Class: 14, Hardness / HP: 15 / 40, Attack: 1 (Trample), Damage: 3d6
The Black Coach of the Dullahan is an enchanted funerary coach pulled by six black horses. The coach can travel over the roughest terrain as if it was flat ground and can run across water without sinking or hinderance. No door, gate, or roadblock can stop the black coach including magically enchanted ones. Anyone in the path will take 3d6 points of trample damage, a successful Save versus Dragons Breath will reduce damage by half.
Fae Stallions
AC 14, HD 3+1, #A 2 hooves, Dmg 1d4+1/1d4+1, Movement: 60’ (10’), Save As Fighter 3, Morale: 10, XP: 160
The Dullahan
AC 18, HD 7+2***, #A 1 (Bone Whip or Blood Curse), Dmg: 1d6+Blindness (Bone Whip) or Special, Movement 30’, No. Appearing: 1, Save As: Fighter 6, Morale: 12, Treasure Type: E, Experience Points: 865
The Dullahan is a member of the race known as the dark fae and are often in service to other evil aligned creatures or people. They appear as a human male or female garbed in the black uniform of a coachman. Where their heads should be is instead a trail of black vapor emitting from their neck. They carry their heads next to them which often have a corpse-like appearance with a demonic grin.
They are NOT undead and can not be turned, in addition they are immune to Sleep, Charm and Hold spells. They can only be wounded with magic, magic weapons or weapons made from gold or gold alloy.
Their appearance causes Fear in any creature with 5 or Less Hit Dice (Save vs Spell). Anyone who is struck by their whip must make a Save versus Paralysis, if they fail, they are blinded permanently. They can also bestow a Blood Curse on a victim by spraying their blood on them. Anyone who is targeted must make a Save versus Spell, if they fail, they have been cursed.
Until such time that they can have the curse removed, the victim is -4 to all attack rolls, ability rolls and saving throws. The blindness and blood curse will be lifted if the Dullahan is killed. A cleric casting Remove Blindness and Remove Curse can also lift the afflictions.
The Black Coach of the Dullahan
Movement: 160’ (15’), Armor Class: 14, Hardness / HP: 15 / 40, Attack: 1 (Trample), Damage: 3d6
The Black Coach of the Dullahan is an enchanted funerary coach pulled by six black horses. The coach can travel over the roughest terrain as if it was flat ground and can run across water without sinking or hinderance. No door, gate, or roadblock can stop the black coach including magically enchanted ones. Anyone in the path will take 3d6 points of trample damage, a successful Save versus Dragons Breath will reduce damage by half.
Fae Stallions
AC 14, HD 3+1, #A 2 hooves, Dmg 1d4+1/1d4+1, Movement: 60’ (10’), Save As Fighter 3, Morale: 10, XP: 160
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