Large fey (mount), neutral good

Armor Class 14
Hit Points 84 (8d12 + 32)
Speed 40 ft.

14 (+2) 18 (+4) 18 (+4) 11 (+0) 17 (+3) 21 (+5)

Saving Throws Dex +7, Con +7, Wis +6, Cha +8
Skills Arcana +3, Insight +6, Nature +3, Perception +6, Stealth +7, Survival +6
Damage Immunities necrotic, poison, radiant
Condition Immunities exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Sylvan
Proficiency Bonus +3
Challenge 6 (2,300 XP)


  • Charge. If the aon-adharcach moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Fey Ancestry. The fey has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The aon-adharcach’s spellcasting ability is Charisma (spell save DC 16). The aon-adharcach can innately cast the following spells, requiring no material components:
  • Magic Resistance. The aon-adharcach has advantage on saving throws against spells and other magical effects.
  • Saddle. The aon-adharcach can wear a saddle on its back. One Medium or two Small creatures can sit on the saddle without squeezing. To make a melee attack against a target within 5 feet of the aon-adharcach, they must use spears or weapons with reach. If the aon-adharcach dies, creatures hanging fall straight down, taking falling damage, and land in unoccupied spaces within 5 feet of the aon-adharcach s position on the ground.


  • Multiattack. The aon-adharcach makes two attacks: one with its Horn and one with its Hooves.
  • Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. On a successful hit, the target must make a DC 16 Charisma saving throw or be charmed for 1 minute. The charmed creature regards the aon-adharcach as a trusted ally and is incapacitated while charmed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  • Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


  • Healing Touch (3/Day). As a bonus action, the aon-adharcach touches a creature it can see within 5 feet of it. The target magically regains 11 (2d10) hit points and is cured of any diseases or conditions affecting it.


The aon-adharcach resembles a majestic unicorn standing at around 5 feet tall at the shoulder. Its coat is pure white, radiating an ethereal glow, and its eyes shimmer with a vibrant green color. It possesses a single spiraling horn atop its head, which is prized for its magical properties.

Aon-adharcachs (AY-on-AD-har-KAK) are creatures of the fey that dwell in enchanting woodlands. They are revered as symbols of purity, grace, and healing. Aon-adharcachs are associated with the untamed natural world and embody the harmony between creatures and their environment.

Aon-adharcachs make their homes in secluded and ancient woodlands, particularly those untouched by civilization. They are elusive beings, often dwelling in hidden glens and serene groves where the magic of nature is strongest.

Aon-adharcachs are peaceful creatures and prefer to avoid conflict. However, they possess a fierce determination to protect their territory and the balance of nature. In battle, they use their innate spellcasting abilities to calm tensions and charm those who respect the natural world. If forced into combat, they rely on their agile movements and powerful attacks with hooves and horn to incapacitate foes swiftly and defend the sanctity of their woodland realms.

Section 15: Copyright Notice

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

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