Hag, Garrawog

Family: Hags

Medium fey (hag), neutral evil

Armor Class 14 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft.

18 (+4) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 8 (-1)

Skills Perception +3, Stealth +5
Saving Throws Con +6
Senses darkvision 60 ft., passive Perception 13
Languages Common
Proficiency Bonus +3
Challenge 7 (2,900 XP)


  • Fey Ancestry. The fey has advantage on saving throws against being charmed and can’t be put to sleep magically.
  • Keen Smell. The garrawog has advantage on Wisdom (Perception) checks that rely on smell.
  • Loathsome Limbs. Whenever the garrawog takes at least 10 slashing damage at one time, roll a d20 and consult the table below to determine what else happens to it.
  • Regeneration. The garrawog regains 10 hit points at the start of its turn. If the garrawog takes acid or fire damage, this trait doesn’t function at the start of the garrawog’s next turn. The garrawog dies only if it starts its turn with 0 hit points and doesn’t regenerate.
d20 Effect
1-10 Nothing else happens.
11-14 One leg is severed from the garrawog if it has any legs left. A severed leg is unable to attack and has a speed of 5 feet. The garrawog’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone.
15-18 One arm is severed from the garrawog if it has any arms left. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the garrawog can see the arm and its target. Each time the garrawog loses an arm, it loses a claw attack. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can’t benefit from bonuses to speed.
19-20 The garrawog is decapitated, but the garrawog dies only if it can’t regenerate. If it dies, so does the severed head. If its head is severed, the garrawog loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the garrawog’s Keen Smell trait. It can make a bite attack but only against a target in its space. If the garrawog finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the garrawog’s initiative and has its own action and movement. A severed part has AC 12, 10 hit points, and the garrawog’s Regeneration trait.


  • Multiattack. The garrawog makes one Bite attack and two Claw attacks.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and the target is grappled (escape DC 15) if it is a Large or smaller creature. The garrawog can’t make attacks with this claw while grappling a creature in this way.
  • Swallow Whole. The garrawog makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the garrawog, and it takes 21 (6d6) acid damage at the start of each of the garrawog’s turns. If the garrawog takes 30 damage or more on a single turn from a creature inside it, the garrawog must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the garrawog. If the garrawog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.


The garrawog is a fearsome and monstrous creature with a hag-like appearance. Its hunched and twisted body is covered in mottled and discolored skin, giving it a grotesque and unsettling appearance. Long, bony fingers end in sharp claws that can rend flesh with ease. Its hair hangs in greasy, unkempt strands, and its mouth is filled with jagged and broken teeth.

The garrawog is a creature born of ancient folklore, embodying the darkness and mystery of the old tales. It is said to haunt the realms of fields and rural landscapes, lurking in the shadows and hidden corners. The origin of the garrawog is shrouded in legends of witches and curses, making it a sinister figure that lingers at the edges of human settlements.

This fey embodies the darkness of folklore, drawing on legends of witches and cursed beings. Its unsettling appearance evokes dread in those who encounter it, and its unnatural hunger drives it to seek out prey.

The garrawog is a predator that preys upon unsuspecting travelers and wanderers. With its powerful claws and insatiable appetite, it ambushes its victims, using its stealth to surprise and overpower them. Its ability to swallow whole those who cross its path makes it an even more formidable adversary, as it engulfs its prey and devours them.

The garrawog’s regenerative abilities make it a difficult creature to defeat. However, its vulnerability to acid and fire can be exploited by those who face it in battle. Some believe that carrying a vial of acid or a source of fire can help ward off its advances, while others avoid traveling alone in areas where it is rumored to reside.

Section 15: Copyright Notice

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

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