Large fey (merfolk), neutral

Armor Class 14 (natural armor)
Hit points 84 (8d10 + 40)
Speed 0 ft., swim 60 ft.

18 (+4) 16 (+3) 20 (+5) 14 (+2) 14 (+2) 18 (+4)

Skills Deception +7, Nature +5, Perception +5, Performance +7, Persuasion +7, Stealth +6, Survival +5
Damage Resistances cold
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 15
Languages Aquan, Common, Sylvan
Proficiency Bonus +3
Challenge 7 (2,900 XP)


  • Amphibious. The murduchann can breathe air and water.
  • Cohuleen Druith. The murduchann wears a red headpiece, which holds the creature’s spirit. The headpiece has an AC and hit points equal to that of the murduchann, but the garment can’t be directly harmed while the murduchann wears it. If the cohuleen druith is destroyed, the murduchann becomes poisoned and dies within 1 hour. A murduchann is willing to do anything in its power to recover the cohuleen druith if it is stolen, including serving the thief. A creature who wears the cohuleen druith gains the murduchann’s swim speed and Amphibious trait.
  • Fey Ancestry. The murduchann has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The murduchann’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
  • Soul Cage. A murduchann carries magical soul cages that it must craft itself. If these cages are lost, it will go to great lengths to retrieve it, as creating a new cage takes time and effort. When a humanoid dies underwater, the murduchann catches the soul in its lobster cage. A soul cage can hold only one soul at a time, and only the murduchann who crafted the cage can catch a soul with it. Crafting a soul cage takes 7 days.


  • Multiattack. The murduchann makes three attacks: one with its Bite and two with its Claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
  • Siren Song. The murduchann sings and chooses one of the following magical effects: a charming melody or a gentle lullaby. Any creature within 60 feet of the murduchann that can hear the song must succeed on a DC 15 Wisdom saving throw or be affected as described below. Other murduchann and creatures that can’t be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this murduchann’s song for the next 24 hours.
  • Charming Melody. The creature is charmed by the murduchann for 1 minute. If the murduchann or any of its companions harms the creature, the effect on it ends immediately. The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the charmed target is more than 5 feet away from the murduchann, the target must move on its turn toward the murduchann by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks.
  • Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.


The murduchann possesses the upper body of a beautiful humanoid with pale skin, delicate features, and flowing hair that resembles seaweed or kelp. Its lower body is that of a scaly fish, allowing it to move effortlessly through water.

Murduchanns (mur-DU-ken) are inhabitants of both coastal and open waters. They are often found swimming near the shores and are known to be drawn to the sounds of human activity and music. These creatures are curious beings that interact with human affairs from a distance, occasionally revealing themselves to those they find intriguing.

Murduchanns use their enchanting songs and captivating appearances to lure humans and sailors into the water, often with the intention of drawing them to their deaths. They are known to be fond of brandy and will work in teams to wreck ships carrying it. They gather among shipwrecks to forage for unbroken bottles of brandy and other treasures. They have the ability to craft soul receptacles whichh capture drowned sailors in lobster-like cage; they use these as barter with each other and other denizens of the ea.

Murduchanns possess an innate ability to cast spells, often using them to enhance their allure and manipulate those they encounter. Their Siren’s Song is particularly dangerous, charming creatures and leading them towards their doom. More than one fisherman has tried to claim a murduchann as his wife by stealing her cohuleen druith; when she finds it, even years later, the ending is always the same. The creatures always return to the sea, even leaving children behind.

Section 15: Copyright Notice

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

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