Hag, Gwyllion

Family: Hags

Medium fey (hag), lawful evil

Armor Class 13
Hit Points 97 (13d8 + 39)
Speed 30 ft.

12 (+1) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 10 (+0)

Skills Deception +3, Intimidation +3, Perception +5, Stealth +5
Saving Throws Dex +5, Wis +5
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren t cold iron
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common
Proficiency Bonus +3
Challenge 7 (2,900 XP)


  • Aversion of Cold Iron. The gwyllion has disadvantage on attack rolls and ability checks against any creature with 1 lb. or more of cold iron in its possession.
  • Cackling Aura. Creatures within 20 feet of the gwyllion that aren’t undead or constructs have disadvantage on saving throws, as well as on attack rolls against creatures other than a gwyllion.
  • Fey Ancestry. The fey has advantage on saving throws against being charmed and can’t be put to sleep magically.
  • Incorporeal Movement. The gwyllion can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Innate Spellcasting (1/Day). The gwyllion can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Wisdom.
  • Keen Senses. The gwyllion has advantage on Wisdom (Perception) checks that rely on hearing or smell.


  • Multiattack. The gwyllion makes two attacks with her Claws.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  • Maddening Whispers (Recharge 5-6). The gwyllion chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 13 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the gwyllion’s choice that the gwyllion can see. Constructs and undead are immune to this effect.
  • Eerie Cry. The gwyllion emits an eerie, chilling cry that can be heard up to 300 feet away. Any creature within hearing distance that isn’t a gwyllion must succeed on a DC 13 Wisdom saving throw or be frightened of the gwyllion until the end of the gwyllion’s next turn or until the gwyllion is incapacitated. A frightened target that starts its turn within 30 feet of the gwyllion must use all its movement on that turn to get as far from the gwyllion 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 gwyllions for the next 24 hours.
  • Etherealness. The gwyllion enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.


Gwyllion appear as an ugly old woman wearing tattered, ash-colored robes and a four-pointed hat. It is often seen carrying a pot or wooden can in one hand.

Gwyllion are malevolent fey that haunt lonely roads and mountainous regions. They enjoy tormenting unsuspecting travelers, causing them to lose their way and become disoriented in the dense fog they create.

Gwyllion like to confuse travelers by randomly shouting “Wwb!” from various directions, leading them further astray and driving them mad with fear. They are known for their disturbing laughter and eerie cries, causing fear and panic in their victims. In some cases, gwyllion may enter human houses, demanding food and shelter, but if treated fairly, they will leave without causing harm.

Gwyllion have a vulnerability to cold iron and are repelled by the sight of an iron knife. If threatened, showing a metal knife can protect against their hostile intentions.

Section 15: Copyright Notice

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

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