Dullahool

Dullahool is a bizarre monster that shares traits with bats and horses. It is notable for the two long arms extending from its back as well as its madness-inducing screeches.

Physiology
Dullahool shares many traits with bats and horses, the former being the large wings on its back as well as the head and the latter being the main body and tail. It has two long arms extending from its back, the left one resembling a human spine, and the right one resembling an intestine. Its head, back, wings, legs, and tail are adorned with jet-black fur, and the flesh shown on its face, belly, and webbing is pale yellow with dark green and white spots on it, making it resemble moldy cheese. Its face has bright yellow eyes and a wide grin filled with red teeth and a blue tongue. Its sides are adorned with white spikes, and it is surrounded by a pale green aura.

Behavior
Dullahool is a nocturnal creature, hunting for food during the night and sleeping during the day. It feeds on both insects and smaller monsters such as Velocidrome and Bulldrome, striking them down with fiery breath, pressurized blood, and powerful roars before finishing the job with bites to the face and throat along with strikes from its left arm. It is elusive by nature, preferring to keep its distance from humans and other large monsters on its level or higher, but it detests being watched, and if it sees someone or something eyeing it down, it will respond by lashing their eyes out or spraying them with blood, the latter attack indicating that they will be its next target. Despite all this, it is afraid of gold as it is toxic to its health, fleeing as soon as it can if it spots any.

Abilities
Dullahool's roars are incredibly loud, being so noisy that not even HG Earplugs can negate them, and also release shockwaves that deal damage to nearby hunters. Its right arm can fire pressurized blood that weakens weapons, and its left arm has remarkable reach and can blind hunters. Its strong legs allow it to run at speeds over 60 mph, and it is capable of flight. It can breathe fire, and its spikes also release flames, which, when coupled with the creature's charges, can bring a great amount of pain to targets. It can release terrible screeches which bring those who hear them to madness, making them easier to take out.

Habitat
Dullahool can be found in a variety of habitats, but shies away from deserts due to its weakness to Earth.

Attacks
Bite

Dullahool opens its mouth, then quickly chomps down on the hunter. This attack deals medium damage. It can use this move both in the air and on the ground.

Charge

Dullahool quickly charges at the hunter. This attack deals medium damage. It can only be used on the ground.

Flaming Charge

Dullahool ignites its spikes, then charges at the hunter. This attack deals high damage and inflicts Fireblight. This attack takes longer to execute than the standard charge. It can only be used on the ground.

Spine Whip

Dullahool rears its left arm back, then quickly strikes the hunter with it. It can either do this attack in a straightforward fashion or use a sweeping motion to increase its range. This attack deals medium-high damage and inflicts Blind. It can use this move both in the air and on ground. It can use this move both in the air and on the ground.

Blood Spray

Dullahool points its right arm at the hunter, then releases a beam of blood from it. This attack deals low-medium damage and inflicts Blood. It can either do this in a straightforward fashion or use a sweeping motion to increase its range. It will then prioritize the afflicted hunter, utilizing its strongest attacks against them until the condition wears off. It can use this move both in the air and on the ground.

Fire Spit

Dullahool rears back, then spits a large fireball at the hunter. This attack deals high damage and inflicts Fireblight. It can use this move both in the air and on the ground.

Deathly Screech

Dullahool rears back, then lets out a powerful screech that releases a sonic boom which covers a wide distance. This attack deals high damage and inflicts Confusion (Frontier). It will then prioritize the afflicted hunter, using its strongest attacks against them until the condition wears off. It can use this move both in the air and on the ground.

Super High-Grade Roar

Dullahool rears up and roars, releasing a shockwave that deals high damage and to all nearby hunters. Super High-Grade Earplugs (Level 3 Earplugs) are needed to negate this roar.

Weapons
WIP.

Armour
WIP.

Breakable Parts
Head- A scar will appear over its left eye.

Left Arm- The arm will be missing bits and pieces.

Right Arm- The arm will be covered in scars.

Sides x2- The spikes will break off.

Wings x2- The webbing will have tears in it.

Trivia

 * Dullahool's name is a portmanteau of Dullahan, an fairy from Celtic legend that resembles a headless rider and carries their moldy head under their arms, and ahool, a flying cryptid that resembles a giant bat.
 * Dullahool is primarily based on the Dullahan, a fairy who kills their victims by calling out their names and hates being watched, responding to witnesses by either lashing out their eyes with a whip made from a human spine or splashing them with a basin of blood, which indicates that they will be their next victim. It also contains elements from the ahool, such as the large stature and bat-like head and wings.
 * Bringing gilded weapons such as the El Dora series of weapons to the battle with Dullahool will cause it to take twice as much damage from the hunter's attacks. This is based on the legend of the Dullahan, which the monster is partially based on, being weak to gold. This only applies to the hunter carrying the weapon, however; anyone not carrying a gilded weapon will miss out on this benefit.