Pimp my Dullahan


Advice


Hello everyone

Im designing an encounter set in sleepy hollow :) Yes, the party is going to engage the Headless Horseman. I currently have 6 players all 11th level. I want to make a challenging HH and am eyeing up the Dullahan /Cauchemare (Big scary Nightmare variant)combo.

I'm wrestling with making the encounter challenging but not killing the PCS. I have a little bit of time to work with this so I can take my time to get (and solicit :)) devious builds.

My party consists of a Barbarian, Cleric x2, wizard, ranger and druid.

The Dullahan is CR7 straight from the book. I am looking at just tacking on fighter levels to get him to CR 11. I am going to probably stick with the Cachmere as it is pretty nasty straight out of the book- perhaps advance it one level using an advance template.

Anyone have any creative suggestions here or believe I am giving the party a little too much to handle?

Silver Crusade

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If you have or know someone who does have a copy of Horror Adventures the Implacable Stalker template would be perfect for this.


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Have you considered Rite Publishing Headless Horseman Template?

It might help make him more challenging.


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...I will not comment on the thread title, I will not comment on the thread title, I will not comment on the thread ti....

Man, the Calistrians must be jealous due to all of the techniques that dullahans can pull off when the head can be moved freely.

...damn it. I commented.

Anyway, another way to amp up the CR here is to replace the mount. The dullahan can certainly summon a mount, which is convenient, but that doesn't mean it wouldn't want a stronger mount if it was available. I am sure there are various horse based monsters that could be in the CR range. Or even some dragons. Overall- having a monster mount can give you options for action economy. If the mount can use an SLA while the horseman full attacks, then that is just great.


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Hi how about this:

headless Horseman And advanced nightmare Mount:

The headless horseman CR 12
XP 19,200
Dullahan fighter 5 (Pathfinder RPG Bestiary 2 111)
LE Medium undead
Init +7; Senses blindsight 60 ft., darkvision 60 ft.; Perception +22
Aura frightful presence (30 ft., DC 21)
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Defense
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AC 25, touch 12, flat-footed 23 (+10 armor, +2 Dex, +3 shield)
hp 167 (15 HD; 10d8+5d10+95); fast healing 5
Fort +13, Ref +7, Will +14 (+1 vs. fear)
Immune undead traits; SR 18
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 frost keen longsword +18/+13/+8 (1d8+17/17-20 plus 1d6 cold)
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 25, Dex 16, Con —, Int 14, Wis 18, Cha 22
Base Atk +12; CMB +15; CMD 32
Feats Combat Reflexes, Improved Initiative, Iron Will, Mounted Combat, Power Attack, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Trample, Weapon Focus (longsword)
Skills Acrobatics +1 (-3 to jump), Handle Animal +24, Intimidate +21, Perception +22, Ride +22, Spellcraft +15, Stealth +11
Languages Common, Infernal, Sylvan
SQ armor training 1, chilling blade, death's calling, summon mount
Other Gear +1 full plate, +1 heavy steel shield, +1 frost keen longsword
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blindsight (60 feet) (Ex) Sense things and creatures without seeing them.
Chilling Blade (Su) A dullahan is proficient with all simple and martial slashing weapons. When it wields a slashing weapon, the blade inflicts +1d6 cold damage and gains the

keen weapon property.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Death's Calling (DC 21) (Su) Once per day as a standard action, a dullahan may place death's calling on a target within 60 feet (DC 22 Fortitude negates). If the dullahan knows and speaks the target's name, the target takes a -2 penalty on the save. If the victim fails the save,
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Frightful Presence (30 feet, 5d6 rds, DC 21) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Spell Resistance (18) You have Spell Resistance.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Summon Mount (Su) As a standard action, a dullahan can summon a war-trained heavy horse with the fiendish creature simple template. This horse remains until it is slain or the dullahan dismisses it. He can only have one such horse in his service at a time.
Trample Your target may not try to avoid your mounted overruns.
Undead Traits Undead have many immunities.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

-------------------

Angry mount CR 7
XP 3,200
Advanced nightmare fighter 1 (Pathfinder RPG Bestiary 216, 288)
NE Large outsider (evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +15
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Defense
--------------------
AC 28, touch 12, flat-footed 25 (+6 armor, +3 Dex, +10 natural, -1 size)
hp 74 (7d10+36)
Fort +12, Ref +9, Will +7
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor), fly 90 ft. (good)
Melee bite +12 (1d4+6), 2 hooves +10 (1d6+3)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 6th; concentration +9)
1/day—plane shift (self plus 1 rider only) (DC 20)
--------------------
Statistics
--------------------
Str 22, Dex 19, Con 20, Int 17, Wis 17, Cha 16
Base Atk +7; CMB +14; CMD 28 (32 vs. trip)
Feats Alertness, Improved Initiative, Iron Will, Multiattack, Run
Skills Acrobatics +8 (+12 to jump with a running start), Bluff +9, Fly +13, Intimidate +13, Knowledge (planes) +13, Perception +15, Sense Motive +15, Stealth +7, Survival +13
Languages Abyssal, Infernal
SQ smoke
Other Gear mwk breastplate
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (90 feet, Good) You can fly!
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Smoke (DC 18) (Su) In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action.

Anyone in the cone must succeed on a DC 16 Fortitude save or become sickened until 1d6 minutes after leaving the area. This s

This seems like a good combo. The damage is with power attack on


CWheezy wrote:

Hi how about this:

** spoiler omitted **...

Thank you everyone for your kind replies.

I DEFINATELY like this one!!! Great call!!!

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