Hag, Gyre-Carlin

Family: Hags

Large fey (hag), chaotic evil

Armor Class 16 (natural armor)
Hit Points 149 (13d10 + 78)
Speed 40 ft.

20 (+5) 12 (+1) 22 (+6) 10 (+0) 14 (+2) 16 (+3)

Skills Perception +6, Intimidation +7, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren t cold iron
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., Passive Perception 16
Languages Common, Sylvan
Proficiency Bonus +4
Challenge 11 (7,200 XP)


  • Aversion of Cold Iron. The gyre-carlin has disadvantage on attack rolls and ability checks against any creature with 1 lb. or more of cold iron in its possession.
  • Fey Ancestry. The fey has advantage on saving throws against being charmed and can’t be put to sleep magically.
  • Incorporeal Movement. The gyre-carlin can move through other creatures and objects as if they were difficult terrain. She takes 10 (3d6) force damage if she ends her turn inside an object.
  • Innate Spellcasting. The gyre-carlin’s spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
  • Magic Resistance. The gyre-carlin has advantage on saving throws against spells and other magical effects.
  • Staff Magic. The gyre-carlin carries a magic staff, a necrostaff. If the staff is lost or destroyed, the gyre-carlin must craft another, which takes a year and a day. Only a gyre-carlin can use a necrostaff.


  • Multiattack. The gyre-carlin makes two melee attacks: one with her Staff and one with her Claws.
  • Necrostaff. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A Humanoid slain by this necrotic damage rises as a wight at the end of the gyre-calin’s turn. The wight acts immediately after the gyre-carlin in the initiative order.
  • Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
  • Terrifying Presence (Recharge 5-6). Each creature of the gyre-carlin’s choice that is within 30 feet of her and aware of her must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the gyre-carlin’s Terrifying Presence for the next 24 hours.


  • Cunning Action. On each of her turns, the gyre-carlin can use a bonus action to take the Dash, Disengage, or Hide action.


The gyre-carlin is a fey giantess, towering over most creatures with a fierce and terrifying demeanor. She wears a long grey mantle and carries a staff, which she uses to channel her magic.

Gyre-carlin is a fearsome fey creature known for terrorizing and leading witches and warlocks during their gatherings. She is associated with celebrations, and her presence is second in importance only to powerful fiends during these gatherings. The gyre-carlin is believed to be the mother of glamour, presiding over the “Hallowmass Rades” and inspiring fear in children.

Gyre-carlin leads her followers in terrifying rides through the skies. She is said to ride with her “seelie wights,” terrifying and stuffing unsuspecting humans with butter and barley husks. She is well-armed, violent, and partly cannibalistic, and her association with witches and hags reinforces her fearsome nature.

Gyre-carlins possess innate spellcasting abilities, allowing them to control storms and transform water into solid land. They can also create thick fog, disorienting and frightening their enemies. A gyre-carlin’s staff possesses necrotic powers, and with it, they can paralyze her opponents.

Gyre-carlin has resistance to poison and magic, making them formidable adversaries. However, they are vulnerable to iron and cold iron, which can be used to repel them and banish their influence.

Section 15: Copyright Notice

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

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