Amadan Dubh

Small fey, chaotic neutral

Armor Class 16 (natural armor)
Hit Points 65 (10d6 + 30)
Speed 30 ft.

12 (+1) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 20 (+5)

Saving Throws Wis +5, Cha +8
Skills Insight +5, Perception +5, Performance +8, Stealth +6
Damage Immunities psychic
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Proficiency Bonus +3
Challenge 7 (2,900 XP)


  • Fey Ancestry. The amadan dubh has advantage on saving throws against being charmed and can’t be put to sleep by magical means.
  • Innate Spellcasting. The amadan dubh’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
  • Magic Resistance. The amadan dubh has advantage on saving throws against spells and other magical effects.


  • Gaoth Sidhe. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 19 (4d6 + 5) psychic damage and the target must make a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
  • Reed Pipes. The amadan dubh plays its enchanted reed pipes, captivating those who hear the haunting melody. Each creature of the amadan dubh’s choice within 60 feet of it that can hear the pipes must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


  • Ethereal Step. As a bonus action, the amadan dubh can magically enter the Ethereal Plane until the start of its next turn. It can move through other creatures and objects as if they were difficult terrain while in the Ethereal Plane but can’t physically interact with them.


You see a small, jester-like creature with a wide face and a big hat that sits high on its head. With a mad grin, it brings pan pipes to its lips.

The amadan dubh (AH-men-DEN-DOOB), also known as the Black Fool or Amadan-na-Briona, is a mysterious and otherworldly creature. Its appearance may change periodically, taking on different forms, ranging from a young person to the worst of beasts. Its touch is said to be dreadful, known as the Gaoth Sidhe or fairy wind, capable of causing paralysis or strokes in those unfortunate enough to feel it.

The amadan dubh can be encountered in various locations, often in secluded areas associated with fairy mounds, hillsides, or ancient sites. It roams between the realms of humans and the Otherworld, appearing during significant times such as Midsummer’s Eve.

The amadan dubh holds a special place in folklore, regarded as a powerful fairy entity with connections to the midnight court. While its actions and motives are enigmatic, it is seen as an envoy from another realm, capable of perceiving things beyond human senses. In some stories, it is revered as a being with heightened perception and a connection to a hidden reality. However, encounters with the amadan dubh are often feared due to the potential harm caused by its touch, which can lead to paralysis.

The amadan dubh is known for its mischievous and unpredictable nature. It has been described playing reed pipes on Midsummer’s Eve, drawing unlucky individuals to its location. The amadan dubh may appear to individuals, leading them into strange and supernatural experiences, such as fights with otherworldly entities or encounters with deceased friends. The touch of the amadan dubh is believed to be incurable and can have severe consequences.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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