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DULLAHAN

Adversary

DH IC · p.52 · 3p

Open source p.52
Demiplane
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!dh-import --name|DULLAHAN --HP|12 --Stress|6 --Difficulty|15 --Thresholds|Major 14 / Severe 26 --Attack_Dice|1d20+4 --Damage|2d10+8 --Experiences|Head Taker +3 --Special_1|**Relentless (2) (Passive):** The Dullahan can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them. --Special_2|**Geis (Action):** Choose a target within Far range to make a Presence Reaction Roll. On a failure, the target is Cursed until the Dullahan is defeated. While Cursed, the target’s Fear die is a d20. On a roll with Fear, the target loses a Hope. --Special_3|**Death’s Head (Action):** Spend a Fear to make an attack against three targets within Far range. If the target is Cursed, the Dullahan has advantage. On a success, the target takes 2d6+10 magic damage. --Special_4|**Nightshod Hooves (Action):** Mark a Stress to make an attack against all targets behind the Dullahan within Very Close range. Targets the Dullahan succeeds against take 2d20 physical damage and are knocked back to Far range. --Special_5|**Stag Charge (Reaction):** Countdown (Loop 1d6). When the Dullahan is in the spotlight for the first time, activate the countdown. When it triggers, move the Dullahan in a straight line to a point within Far range. All targets within its path must make an Agility Reaction Roll. Targets who fail take 2d8+4 magic damage. Targets who succeed take half damage.

Tier 2 · Solo

Difficulty 15 Thresholds 14/26 M/S HP 12 Stress 6

ATK ·Burning Spine: Very Close | mag

Motives & Tactics: Arbitrate death, follow those who are doomed, chop off heads

Experience: Head Taker +3

Relentless (2) Passive The Dullahan can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Geis Action Choose a target within Far range to make a Presence Reaction Roll. On a failure, the target is Cursed until the Dullahan is defeated. While Cursed, the target’s Fear die is a . On a roll with Fear, the target loses a Hope.

Death’s Head Action Spend a Fear to make an attack against three targets within Far range. If the target is Cursed, the Dullahan has advantage. On a success, the target takes magic damage.

Nightshod Hooves Action Mark a Stress to make an attack against all targets behind the Dullahan within Very Close range. Targets the Dullahan succeeds against take physical damage and are knocked back to Far range.

Stag Charge Reaction Countdown (Loop ). When the Dullahan is in the spotlight for the first time, activate the countdown. When it triggers, move the Dullahan in a straight line to a point within Far range. All targets within its path must make an Agility Reaction Roll. Targets who fail take magic damage. Targets who succeed take half damage.

A headless centaur in fae armor with a flaming spine whip who is trailed by the flying heads of those it has killed.

Motives & Tactics: Arbitrate death, follow those who are doomed, chop off heads

Difficulty: 15 | Thresholds: 14/26 | HP: 12 | Stress: 6

ATK: | Burning Spine: Very Close | mag

Experience: Head Taker

Features

Relentless (2) - Passive: The Dullahan can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Geis - Action: Choose a target within Far range to make a Presence Reaction Roll. On a failure, the target is Cursed until the Dullahan is defeated. While Cursed, the target’s Fear die is a . On a roll with Fear, the target loses a Hope.

Death’s Head - Action: Spend a Fear to make an attack against three targets within Far range. If the target is Cursed, the Dullahan has advantage. On a success, the target takes magic damage.

Nightshod Hooves - Action: Mark a Stress to make an attack against all targets behind the Dullahan within Very Close range. Targets the Dullahan succeeds against take physical damage and are knocked back to Far range.

Stag Charge - Reaction: Countdown (Loop ). When the Dullahan is in the spotlight for the first time, activate the countdown. When it triggers, move the Dullahan in a straight line to a point within Far range. All targets within its path must make an Agility Reaction Roll. Targets who fail take magic damage. Targets who succeed take half damage.