Cwn Annwn

Large fiend (bond, phlegethite), lawful evil

Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 6 (-2)

Skills Perception +4, Stealth +6
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 14
Languages Understands Common and Infernal but can’t speak
Proficiency Bonus +3
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Bonding. The cwn annwn can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the cwn annwn bonds with a different creature or until the bonded creature dies.
  • Faultless Tracker. The cwn annwn is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The cwn annwn knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The cwn annwn can have only one such quarry at a time. The cwn annwn also always knows the location of its master.
  • Keen Hearing and Smell. The cwn annwn has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The cwn annwn has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Silent Approach. The cwn annwn can muffle its footsteps and other sounds it makes while moving, granting it advantage on Dexterity (Stealth) checks to remain silent.

ACTIONS

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened.
  • Baleful Baying. The cwn annwn bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of the hound until the end of the hound’s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all cwn annwns for the next 24 hours.
  • Invisibility. The cwn annwn can magically turn invisible until it attacks or uses an action to end the invisibility. Any equipment the cwn annwn wears or carries is invisible with it.

ABOUT

This floating white hound is as a large as a horse, with red-tipped ears. Its barking recedes as it comes closer.

Cwn annwn (COON-an-NON), also known as the Hounds of the Mothers, are formidable fiendish creatures that appear as white hounds with distinctive red ears. They can turn invisible, making them stealthy hunters in their pursuit of wrongdoers. Their haunting howls strike fear into the hearts of those who hear them.

Led by a fiend in the form of a master huntsman clothed in gray, cwn annwn relentlessly track and chase their prey. They search for the unbaptized and those without penitence to kidnap, filling their role as enforcers and deliverers of souls. When not engaged in their primary task, they may hover above houses as a sign of impending doom, their ominous presence foreshadowing death. With their silent approach, they move with an eerie grace, their footsteps muffled and their presence undetected until it is too late.

Cwn annwn are found in the Woe Wood, the Seventh Circle of Infernus, where they hunt the profligate.

Section 15: Copyright Notice

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

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