Family: Bond

Large celestia (bond), neutral

Armor Class 15 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 40 ft., fly 40 ft. (hover), swim 40 ft.

18 (+4) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +5, Stealth +5
Senses darkvision 60 ft., passive Perception 15
Languages Understands Common and Celestial but can t speak
Proficiency Bonus +3
Challenge 5 (1,800 XP)


  • Amphibious. The dormarch can breathe air and water.
  • Bonding. The dormarch 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 dormarch bonds with a different creature or until the bonded creature dies.
  • Keen Hearing and Smell. The dormarch has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The dormarch 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.


  • Multiattack. The dormarch makes three attacks: one with its claw and three with its tail.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened.
  • Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
  • Fearful Howl (Recharge 5-6). The dormarch emits a terrifying howl. Each creature of the dormarch’s choice within 60 feet of it that can hear the howl must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dormarch’s Fearful Howl for the next 24 hours.


  • Consume Life. As a bonus action, the dormarch can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 13 Constitution saving throw against this magic or die. If the target dies, the dormarch regains 10 (3d6) hit points.
  • Pounce. If the dormarch moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the dormarch can make one tail attack against it as a bonus action.


The dormarch is a fearsome creature, resembling a large hound with a single head, two front legs, and a body that narrows into three fish-like tails. Its sleek coat is a blend of dark and silver fur, accentuated by piercing blue eyes that hold an otherworldly intelligence. It moves with a graceful and predatory gait, exuding an aura of ancient power.

The dormarch is known to inhabit the highest peaks and mountainous regions, where it rides upon the clouds. When the echoes of battle subside, the dormarch descends to the earthly realm. With its keen senses and supernatural abilities, it searches the battlefields for the souls of fallen warriors, guiding them to join the spectral Wild Hunt. Its presence invokes a mix of reverence and trepidation among the mortal realm, as it is seen as a harbinger of the afterlife.

The dormarch is a skilled hunter, using its speed and agility to track and chase its prey. With its powerful jaws and razor-sharp claws, it engages foes with deadly precision. It operates in packs, employing pack tactics to overwhelm its enemies and bring them down swiftly.

Section 15: Copyright Notice

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

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