Monday, September 25, 2023

Monstrous Monday: The Dúlachán

 It is the first Monday of Autumn. I spent my weekend buying Halloween decorations and playing Baldur's Gate 3. My monster today was almost the physical manifestation of Error Code 516, but this might be better.  I wanted a shadowy, liminal undead figure.

Dúlachán

Armor Class: 3 [16]
Hit Dice: 7+7** (39 hp)    
Move: 240' (80')
   Fly: 240' (80')
Attacks: 1 chill touch (1d8+1d6 chill, Constitution Drain) or 1 trample (1d6 x2)
Special: Constitution drain, undead, Magic +1 or better weapons to hit.
To Hit AC 0: 12 [+7]
No. Appearing: 1
Save As: Fighter 7
Morale: 12
Treasure Type: Nil
Alignment: Chaotic (Chaotic Evil)
XP: 1,250 (OSE), 1,300 (LL), 9/1,110 (S&W), 800 (BF)
Turn As: Spectre

Dúlachán
Dullahan, the headless horseman. From Thomas Crofton Croker, Fairy Legends and Traditions of the South of Ireland (3rd ed., 1834)

The Dúlachán can appear as a ghostly Headless Horseman or as a headless man or woman driving a funeral carriage.  The rider/driver is headless and will carry their own severed head under their arm or in a bag tied to their saddle or belt.  The horses are always of the darkest black, though their eyes burn with baelfire. In both cases, the rider/driver and horse(s) are all part of the same creature and can't be separated. The Dúlachán seeks out the death of one person but will also attack and kill anyone in their way. Behind them follows an army of wailing ghosts. 

These creatures are only found riding in "liminal" or in between times. So sunset or sunrise, the equinoxes and solstices, or on Samhain, the new year. They are most commonly encountered at sunset on the Autumnal Equinox and Samhain (Halloween).

They attack with either a trample (used against victims who are not their direct targets) or a chill touch that does 1d8 hp of damage on hit and an additional 1d6 due to their bone-numbing cold. Their touch drains 1 point of constitution per hit. This is treated the same as other undead draining. Anyone drained to 0 Con dies. If they are the called-out victim, they are whisked away. If they are someone that gets in the dúlachán's way, then they join the army of ghosts that follow along behind it, doomed to wail for eternity.

Their tactic is to ride up just as the sun is setting, call out a victim's name, and then ride the others down to claim their chosen. They will only name one victim per group. There is never more than one dúlachán at a time. 

Dúlachán can be turned as Spectres, but they will return the next night at sundown to make their claim again. They are incorporeal and can only be hit with magic weapons. If they are "killed" they will return on the next change of season. The only way to truly be rid of one is to Turn it or kill it and cast a Remove Curse on the character called out.

If the called-out victim gets into the coach version of the dúlachán, it is instantly killed, but the dúlachán will not attack anyone else and ride off into the nighttime sky.

Game Master's Note: These creatures should never be used as random monster encounters.

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Happy Fall!

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