Small fey, neutral

Armor Class 13
Hit Points 27 (6d6 + 6)
Speed 25 ft., swim 40 ft.

6 (-2) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 16 (+3)

Skills Nature +3, Perception +4, Stealth +5
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 14
Languages Sylvan
Proficiency Bonus +2
Challenge 1 (200 XP)


  • Amphibious. The ashray can breathe air and water.
  • Cold Aura. Any creature that starts its turn within 5 feet of the ashray takes 5 (2d4) cold damage. A creature that touches the ashray or hits it with a melee attack while within 5 feet of it takes this damage as well.
  • Death Throes. When the ashray dies, it transforms into a puddle of water in its space. The puddle occupies the same space as the ashray and lasts for 1 minute.
  • Fey Ancestry. The ashray has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Sunlight Hypersensitivity. The ashray takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the ashray has disadvantage on attack rolls and ability checks.
  • Underwater Camouflage. The ashray has advantage on Dexterity (Stealth) checks made while underwater.


  • Touch of Frost. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (2d4) cold damage, and the target can’t take reactions until the start of its next turn.
  • Mystical Lure. The ashray can sing an enchanting melody that carries through water and air, affecting creatures that hear it. Any humanoid that starts its turn within 300 feet of the ashray and can hear the song must succeed on a DC 13 Wisdom saving throw or be charmed until the song ends. The ashray must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the ashray is incapacitated. The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the charmed target is more than 5 feet away from the ashray, the target must move on its turn toward the ashray by the most direct route. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the ashray, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this ashray’s song for the next 24 hours.


The ashray appears as an alluring aquatic creature, often mistaken for a beautiful maiden when observed from a distance. Closer inspection reveals its white, almost translucent form, resembling shimmering water itself. It possesses webbed hands and feet, and its hair cascades like streams of flowing water.

Ashrays inhabit serene lakes and calm rivers, usually in secluded locales. They are most active during moonlit nights, when their ethereal beauty is further enhanced by the soft glow of the moon’s rays.

The ashray is a skilled swimmer and an elusive predator. It uses its enchanting song to lure unsuspecting creatures into the water, where it can easily overpower them. Once its prey is within reach, the ashray uses its water manipulation abilities to create currents and disorient its target, making it an easy catch.

Ashrays are extremely cold to the touch, and more than one unsuspecting fisherman has discovered that even touching them can cause severe frostbite. They can use this to their advantage if cornered, though they are loath to do so. They are truly creatures of the night; more than one ashray has been captured, only to leave a puddle of water behind when dragged into the sunlight.

Ashrays are mesmerizing and dangerous, embodying the allure and danger of the deep waters. Sailors and travelers who hear tales of the ashray are cautioned to avoid following mysterious voices or haunting melodies that emanate from the waters under the moonlight. To encounter an ashray is to be confronted with the primal beauty and enigmatic power of the Otherworld itself.

Section 15: Copyright Notice

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

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