Gwragedd Annwn

Medium fey, lawful neutral

Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 60 ft.

12 (+1) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 18 (+4)

Skills Animal Handling +6, Arcana +4, Insight +4, Medicine +6, Nature +4, Perception +6, Persuasion +6, Survival +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, grappled, paralyzed
Senses darkvision 60 ft., passive Perception 16
Languages Common, Sylvan
Proficiency Bonus +3
Challenge 5 (1,800 XP)


  • Amphibious. The gwragedd annwn can breathe air and water.
  • Bond. The gwragedd annwn can enter into a contract to bond to another humanoid, forming a telepathic bond. While the two are bonded, the humanoid can sense what the gwragedd annwn senses as long as they are within 1 mile of each other. While the gwragedd annwn is within 10 feet of the humanoid, the humanoid shares the gwragedd annwns’s Magic Resistance trait. If its master violates the terms of the contract (the humanoid cannot inflict damage on the gwragedd annwn more than three times, even accidentally), the gwragedd annwn can end its service, ending the telepathic bond.
  • Enchanting Presence. Any non-fey creature that starts its turn within 60 feet of the gwragedd annwn must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes charmed by the gwragedd annwn for 1 minute. On a successful save, the creature becomes immune to any gwragedd annwn’s Enchanting Presence for 24 hours. Whenever the gwragedd annwn deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.
  • Fey Ancestry. The fey has advantage on saving throws against being charmed and can’t be put to sleep magically.
  • Magic Resistance. The gwragedd annwn has advantage on saving throws against spells and other magical effects.
  • Spellcasting. The gwragedd annwn is an 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following druid spells prepared:


  • Stupefying Touch. The gwragedd annwn touches one creature she can see within 5 feet of her. The creature must succeed on a DC 15 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of the gwragedd annwn’s next turn.
  • Plane Shift (3/Day). The gwragedd annwn casts plane shift, requiring no material components and using Charisma as the spellcasting ability. The gwragedd annwn can cast the spell normally, or it can cast the spell on an unwilling creature it can see within 60 feet of it. If it uses the latter option, the targeted creature must succeed on a DC 15 Charisma saving throw or be banished to a teleportation circle in the Otherworld.


  • Aquatic Invisibility. If immersed in water, the gwragedd annwn can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies.


Gwragedd annwn are beautiful and ethereal female fairies that reside beneath lakes and rivers.

Gwragedd annwn (GA-reth-A-noon) are known to be skilled physicians and are always at their happiest around water. They have an affinity for lakes and rivers, and their appearance is often damp or wet, with clothes that seem to drip slightly as they move.

According to the myth, some people verbally abused a saint, and as a punishment, he transformed them into fish. However, the women present were transformed into the gwragedd annwn or Lake Fairies.

Gwragedd annwn are generally friendly and good-natured, often forming lasting bonds with humans or other creatures they have chosen as partners or friends. They are skilled physicians and herbalists, known for their ability to heal injuries and cure ailments using ancient methods. Gwragedd annwn are expert swimmers and enjoy all water-related activities, making them dexterous and agile underwater.

These fey beings are possessive of their belongings and are particularly protective of special personal items, such as family heirlooms. They are likely to settle near natural freshwater sources, favoring lakes and rivers in isolated or mountainous areas.

Section 15: Copyright Notice

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

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