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View Full Version : D&D 5e/Next Monsters - Dullahan & Coiste-Bodher



quinron
2016-05-14, 12:50 AM
I'm running an adventure soon that's all about the Archfey, and these monsters, paired together, are going to serve as the boss fight. I think they're pretty well balanced according to the DMG's monster creation guidelines, but I'm still open to advice and critiques. I think I've made some pretty striking monsters that add a new but not-too-complicated dynamic to combat.

DULLAHAN
Description: This hulking, armor-clad undead creature's flesh is soft and putrid, like moldy cheese. A ragged, bloody stump emerges from between its shoulders. In one hand it carries a long, barbed whip made from a human spine; in the other it holds its engorged, rotting severed head, dangling by its greasy hair. The head's bulbous eyes continually dart back and forth as it gnashes its blackened teeth. This grisly psychopomp's quarry cannot evade it, even across the boundaries of reality, and it will not stop until it has claimed a soul for its fey master.
Large undead, neutral evil
AC 16 (chain mail)
HP 52 (7d10 + 4)
Speed 30 ft.
Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 14 (+2), Wis 13 (+1), Cha 11 (+0)
Skills Intimidation +6, Investigation +5, Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses truesight 60 ft. from head, passive Perception 14
Languages understands Sylvan but can't speak
Challenge 5 (1,800 XP)
TRAITS
Grim Pursuit. If the dullahan has been given a target destined to die, it always knows the location of that creature; the creature's location can't be obscured by magic items or by any spell below 5th level. It can use the plane shift and knock spells at will, but only to come closer to its target. Once its target has been killed, the dullahan is forced to use plane shift to return to the Feywild on its next turn.
Consume Life. As a bonus action, the dullahan can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the dullahan regains 10 (3d6) hit points.
Headless Horseman. If the dullahan’s head succeeds on a bite attack and is subsequently removed from a target by a creature other than the dullahan, it is considered detached.
A detached head is a Small undead with AC 12, 13 (2d6 + 6) hit points, immunity to necrotic and poison damage, and immunity to the exhaustion, frightened, and prone conditions. It moves at a speed of 10 feet toward the dullahan on the dullahan’s turn, avoiding opportunity attacks but making a bite attack against any creature it encounters. A dullahan can use a bonus action on its turn to pick up its head and wield it.
If the head is reduced to 0 hit points while detached from the dullahan, the head is destroyed, and the dullahan permanently suffers from the blinded and deafened conditions. If the dullahan is reduced to 0 hit points while its head is detached, the dullahan is destroyed, and the head continues to function normally as a detached head.
ACTIONS
Multiattack. The dullahan makes two attacks: one with its whip, and one with its head.
Whip. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (2d4 + 3) slashing damage and 4 (1d8) necrotic damage.
Head. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, and the head can make a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and 6 (1d12) necrotic damage, and the head attaches to the target. While attached, the head can automatically hit the target with a bite attack on the dullahan’s turn, and the dullahan can’t make head or bite attacks against other targets. If the bite attack misses, the head does not attach. A creature, including the target, can use its action to detach the head. A dullahan can use a bonus action on its turn to detach its head from the target and wield it.

COISTE-BODHER
Description: The front half of an enormous rotting horse protrudes from a ramshackle hearse carriage made of charred black bones. The horse's oversized head droops on its too-thin neck, its nose nearly dragging the ground as it trundles along on its hooves and wheels. As it raises its head with great effort, the creature sprays forth a plume of sparks and cinders from its nostrils. Tiny tallow candles festoon the carriage, dripping wax down its sides and flickering with blue flame.
Huge undead, neutral evil
AC 13 (natural armor)
HP 76 (8d12 + 24)
Speed 50 ft.
Str 17 (+3), Dex 9 (-1), Con 17 (+3), Int 6 (-2), Wis 12 (+1), Cha 8 (-1)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages understands Sylvan but can't speak
Challenge 3 (700 XP)
TRAITS
Variable Illumination. The coiste-bodher sheds bright light in a 5- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius. The coiste-bodher can alter the radius or stop shedding light as a bonus action.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and 5 (1d10) necrotic damage.
Sparking Breath (Recharge 6). The coiste-bodher spews flames and sparks from its nostrils in a 30-foot cone. Each creature in that cone must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. In addition, each creature that fails its saving throw is outlined in orange light until the end of the coiste-bodher's next turn, preventing them from benefitting from invisibility and granting advantage on any attack rolls against them.

VARIANT: MASTER & MOUNT
Very rarely is a dullahan or coiste-bodher encountered alone; they almost always appear paired with one another. A dullahan mounted on a coiste-bodher is a fearsome foe, able to direct its mount's movements precisely and give unholy life to the flames of the candles adorning the coach.
The challenge of a dullahan mounted on a coiste-bodher does not change. The challenge of a coiste-bodher mounted by a dullahan is increased to 5 (1,800 XP).
Black Coach Bond. Each coiste-bodher is linked to a specific dullahan that acts as its master. When a coiste-bodher and its master are within 1 mile of each other, they can telepathically communicate. A paired dullahan and coiste-bodher act on the same initiative count in combat, using whichever count is higher between the two of them.
Summon Wisp (2/Rest). When being ridden by its master, the coiste-bodher can summon one will-o'-wisp as an action. The will-o'-wisp begins in the coiste-bodher's space and acts immediately after it in the initiative order. The coiste-bodher regains all uses of this ability after completing a short or long rest.
This ability cannot be used while the coiste-bodher is not shedding light with its Variable Illumination trait.