Medium fey, chaotic evil

Armor Class 15
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 40 ft.

16 (+3) 20 (+5) 16 (+3) 10 (+0) 12 (+1) 12 (+1)

Skills Perception +4, Stealth +8
Damage Vulnerabilities piercing
Damage Resistances acid, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t steel
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Proficiency Bonus +3
Challenge 6 (2,300 XP)


  • Amphibious. The vough can breathe air and water.
  • Death Throes. When the vough dies, it bursts into a shapeless jelly-like clump. Each Medium or smaller creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or be restrained until the end of the creature’s next turn.
  • Fey Ancestry. The fey has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The vough’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
  • Sunlight Hypersensitivity. The vough takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


  • Multiattack. The vough makes three attacks: one with its Tail and two with its Claws.
  • Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and pulled 5 feet toward the vough. Until this grapple ends, the target is restrained, the vough tries to drown it, and the vough can’t constrict another target.
  • Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.


  • Change Shape. The vough can polymorph into a Small or Medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.


The vough is a terrifying creature in humanoid form. It has a head with no visible nose and shaggy yellow hair. The vough’s hands and feet are webbed. It wears tattered green attire, matching its eerie green eyes. Its most distinctive feature is its long spiky tail that emerges from its back.

Voughs inhabit remote and desolate areas on the edges of lochs, seashores, and remote rivers. They are known to avoid daylight, preferring to emerge under the cover of darkness. Their aversion to light makes them more active during the night.

Voughs are solitary beings that harbor an intense aversion towards humans. They are rarely seen due to their inhospitable habitats, where few dare to venture.

Voughs are opportunistic predators that often lurk in the shadows, waiting for unsuspecting creatures to approach. They prefer to ambush their prey and use their innate spellcasting abilities, as well as their physical attacks, to ensnare victims. Voughs are known to be particularly active during foggy nights, using their ability to conjure darkness to their advantage. They rarely engage in combat with groups, choosing instead to strike when individuals are isolated.

Section 15: Copyright Notice

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

This is not the complete section 15 entry - see the full license for this page