Arawn – God of the Celtic Otherworld – D&D 5e

Arawn, Celtic Avatar

Medium humanoid, neutral evil
Cleric 18; Wizard 12
Proficiency bonus +10

Armor Class 20
Hit Points 360 (18d8 + 72, 12d6 +72)
Speed 60 ft.

STRDEXCONINTWISCHA
17 (+3)15 (+2)18 (+4)15 (+2)18 (+4)12 (+1)

Saving Throws Int +12, Wis +14, Cha +11
Skills Any
Senses passive Perception 14
Languages All
Challenge 15 (13,000 XP)

Deadly Fate. Anyone hitting Arawn’s avatar with a magical weapon must instantly roll a DC 21 wisdom saving throw or die.

Spell Immunity. Arawn’s avatar is immune to any magical or clerical spells that would inflict damage on his avatar’s body.

Spellcasting. Arawn’s avatar is a 18th-level cleric and a 12th level wizard. Its spellcasting ability as a cleric is Wisdom (spell save DC 18, +10 to hit with spell attacks). Its spellcasting ability as a wizard is Intelligence (spell save DC 14, +6 to hit with spell attacks). Arawn’s avatar has access to all spells from the cleric and wizard list.

ACTIONS

  • Club. Melee Weapon Attack: +13 to hit; one target. Hit: 6 (1d6 +3).

DESCRIPTION

Arawn’s avatar appears as a normal man in black robes. His features are very dark and deep set.

In Welsh mythology, Arawn was the king of the otherworld realm of Annwn, appearing prominently in the first branch of the Mabinogi, and alluded to in the fourth.

In later tradition, the role of the king of Annwn was largely attributed to the Welsh psychopomp, Gwyn ap Nudd – meaning “white” (i.e. ‘winter’) a possible kenning for the god’s true name.

However, Arawn’s memory is retained in a traditional saying found in an old Cardigan folktale:

Hir yw’r dydd a hir yw’r nos, a hir yw aros Arawn 

“Long is the day and long is the night, and long is the waiting of Arawn”

God & Clergy (go to page)