Medium undead, lawful neutral

Armor Class 13 (natural armor)
Hit points 52 (8d8 + 16)
Speed 40 ft.

18 (+4) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but can’t speak
Proficiency Bonus +2
Challenge 4 (1,100 XP)


  • Incorporeal Movement. The moorhound 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.
  • Keen Hearing and Smell. The moorhound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The moorhound has advantage on an attack roll against a creature if at least one of the moorhound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Shadowy Appearance. The moorhound’s appearance is shadowy and ethereal, making it difficult to discern its true form. It has advantage on Dexterity (Stealth) checks when in dim light or darkness.
  • Undead Fortitude. If damage reduces the moorhound to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the moorhound drops to 1 hit point instead.
  • Undead Nature. A moorhound doesn’t require air, food, drink, or sleep.


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Howl of Dread (1/Day). The moorhound releases a terrifying howl. Each creature within 30 feet of the moorhound that can hear the howl must succeed on a DC 12 Wisdom saving throw or be overcome with despair manifesting as unshakable dread. Until the despair ends, the creature has disadvantage on all saving throws and gains the following flaw: “I’m convinced that I’m going to die.” The creature can attempt to end its despair each time it finishes a long rest, doing so with a successful DC 12 Wisdom saving throw. A calm emotions spell also ends the despair, as does any spell or other magical effect that removes a curse.
  • Shadowy Step. The moorhound magically teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness.


The moorhound’s form is ethereal, with shadowy wisps that curl and flow around its dark body. Glowing red eyes pierce through the darkness. Its appearance flickers and shifts as if it’s not fully anchored in the material plane.

Moorhounds are often encountered in desolate moors, shadowy woodlands, and misty crossroads. They are drawn to places of death, misfortune, and darkness. They serve as harbingers of doom, appearing before tragic events or calamities. Their howls are said to chill the bones of those who hear them, and their presence invokes an intense sense of dread. They are not mere physical predators but feed on the fear and despair of the living, often stalking individuals who find themselves alone and vulnerable.

Moorhounds are linked to ancient curses, spectral hauntings, and the murky tales of ill-fated travelers. They are thought to be the manifestations of those who met cruel and untimely deaths, unable to find rest and driven by a sinister compulsion to share their suffering with the living. Some believe that offering respectful remembrance to those who suffered unjustly can placate these creatures, driving them away from the mortal realm.

Moorhounds possess an eerie and unsettling array of abilities, including their ability to move through solid objects and their chilling Howl of Dread. This howl is said to evoke primal fear in those who hear it, rendering them terrified and vulnerable to the moorhound’s attacks. Their shadowy appearance grants them an advantage when hiding in darkness, allowing them to strike from the shadows with their vicious bites, which carry both physical and necrotic damage. Additionally, their ability to teleport through shadows makes them unpredictable opponents.

Section 15: Copyright Notice

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

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