“Cŵn Annwn: Crimson-Eared Hounds of the Wild Hunt”
The Cŵn Annwn are spectral white hounds with blood-red ears, ghostly hunters from the Welsh Otherworld whose chilling howls foretell death and herald the relentless Wild Hunt.

The Cŵn Annwn are spectral white hounds with blood-red ears, ghostly hunters from the Welsh Otherworld whose silent pursuit and soul-chilling howls mark them as omens of death and heralds of the relentless Wild Hunt.
Appearance
Manifesting as towering, spectral canines, the Cŵn Annwn bear snow-white fur that glows faintly beneath moonlight and ears the color of fresh blood, with eyes that burn like dying embers. Their lean, predatory frames radiate both elegance and menace, caught between mortal and otherworldly realms. Though their paws make no sound upon earth or stone, their haunting howls echo for miles.
Behaviour
These hounds are silent stalkers until the moment of attack, disciplined and unyielding in their hunts. They operate in unnervingly precise packs, moving as if with a single will, and unleash their howls both as a terror tactic and as a dire omen of doom.
Habitat
Born of Annwn, the Welsh Otherworld, the Cŵn Annwn cross into the mortal realm under moonlit skies. They most often manifest in desolate moors, ancient forests, and windswept highlands, where their arrival is heralded by an unnatural silence as all lesser beasts flee their presence.
Modus Operandi
The Cŵn Annwn pursue their prey relentlessly, running victims to exhaustion before closing in. They phase through shadows as if slipping between worlds, striking with both fangs and fear. In battle, they single out the weakest or most isolated foe, dragging them away before the rest of the pack descends.
Motivation
Bound to Arawn, lord of Annwn, the Cŵn Annwn hunt to collect souls and carry out their master’s will. Drawn to the scents of death, fear, and blood, they pursue their quarry with unshakable resolve. To face them is not merely to confront predators, but the agents of an inexorable fate.
Cŵn Annwn 5e 2024
Cŵn Annwn Pack Alpha 5e 2024
Cŵn Annwn, Pathfinder
Yeth Hound 3.5
Hound of Arawn 3.5
Cŵn Annwn

Large fey, lawful neutral
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 50 ft., ethereal stride 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 18 (+4) | 6 (−2) | 15 (+2) | 14 (+2) |
Saving Throws Dex +6, Wis +5, Cha +5
Skills Perception +7, Stealth +6, Survival +5
Damage Resistances cold, necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities frightened
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 17
Languages understands Sylvan and Common but can’t speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Resistance. The hound has advantage on saving throws against spells and other magical effects.
Ethereal Jaunt (Bonus Action). The Cŵn Annwn magically shifts from the Material Plane to the Ethereal Plane, or vice versa.
Soul-Harrowing Howl (Recharge 5–6). The hound unleashes a terrifying howl audible within 1 mile. Each creature of the hound’s choice within 60 feet that can hear it must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and become frightened for 1 minute. On a success, the creature takes half damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Pack Coordination. While within 30 feet of another Cŵn Annwn, the hound has advantage on attack rolls against a creature if at least one ally is within 5 feet of that creature and not incapacitated.
Otherworldly Dread. Beasts of CR 1 or lower that start their turn within 300 feet of a Cŵn Annwn must succeed on a DC 13 Wisdom saving throw or become frightened until the end of their next turn.
Actions
Multiattack. The hound makes two attacks: one with its Bite and one with Rend the Veil.
- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
- Rend the Veil. Melee Spell Attack: +6 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage, and the target can’t regain hit points until the start of the hound’s next turn.
Reactions
Shadow Slip. When targeted by an attack, the hound moves up to 15 feet to an unoccupied space it can see. The triggering attack is made with disadvantage.
Legendary Actions
The Cŵn Annwn can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
- Stalking Step. The hound moves up to half its speed without provoking opportunity attacks.
- Ethereal Lunge. The hound makes one Bite attack, ignoring cover as it briefly phases into the Ethereal Plane.
- Echoing Howl (Costs 2 Actions). The hound releases a half-strength Soul-Harrowing Howl, targeting one creature of its choice within 30 feet.
Tactics
The Cŵn Annwn begins combat with its Soul-Harrowing Howl, sowing panic before isolating its prey. It harasses foes with Shadow Slip and Stalking Step, using its Ethereal Jaunt to phase in and out of reach. Working in eerie unison, a pack of these hounds singles out the weakest creature, dragging it down with relentless precision. To face the Cŵn Annwn is to face the inevitability of death itself.
Yeth Hound

Yeth Hounds are the white, red-eared ghostly hounds of Annwn, the land of the dead. They were associated with the Wild Hunt.
A yeth hound stands 5 feet tall at the shoulder and weighs about 400 pounds.
Yeth hounds cannot speak, but understand Infernal.
Also known as Yeth hounds
Yeth Hound | |
Size/Type | Medium outsider (Extraplanar, Evil) |
Hit Dice | 3d8+6 (19 hp) |
Initiative | +6 |
Speed | 40 ft. (8 squares), Fly 60 ft. (good) |
Armor Class | 20 (+2 Dexterity, +8 natural), touch 12, flat-footed 18 |
Base Attack/Grapple | +3/+6 |
Attack Bite | +6 melee (1d8+4) |
Full Attack | Bite +6 melee (1d8+4) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Bay, trip |
Special Qualities | Damage reduction 10/silver, Darkvision 60 ft., flight, Scent |
Saves | Fort +5, Ref +5, Will +5 |
Abilities | Strength 17, Dexterity 15, Constitution 15, Intelligence 6, Wisdom 14, Charisma 10 |
Skills | Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)* |
Feats | Improved Initiative, Track |
Environment | An evil-aligned plane |
Organization | Solitary, pair, or pack (6-11) |
Challenge Rating | 3 |
Treasure | None |
Alignment | Always neutral evil |
Advancement | 4-6 HD (Medium); 7-9 HD (Large) |
Level Adjustment | +3 (cohort) |
Combat
Yeth hounds hunt only at night. They fear the sun and never venture out in daylight, even if their lives depend on it.
A yeth hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Bay (Su) When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 11 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound’s bay for 24 hours. The save DC is Charisma-based.
Trip (Ex) A yeth hound that hits with its bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the yeth hound.
Flight (Su) A yeth hound can cease or resume flight as a free action.
Skills A yeth hound has a +4 racial bonus on Survival checks when tracking by Scent.
Hound of Arawn

Penumbra Fantasy Bestiary
Author Chris Aylott et al
Publisher Atlas Games
Publish date 2003
Hound of Arawn | |
Medium outsider (Lawful, Evil) | |
Hit Dice | 2d8+2 (11 hp) |
Initiative | +1 (Dexterity) |
Speed | 60 ft. |
AC | 14 (+1 Dexterity, +3 natural) |
Attacks | Bite +4 melee |
Damage | Bite 1d6+3 |
Face/Reach | 5 ft. x 5 ft./5 ft. |
Special Attacks | Frightful Presence, Smite Good |
Special Qualities | Darkvision 60 ft., Damage Reduction 10/+2, Immunities, Scent, Spell Resistance 15 |
Saves | Fort +4, Ref +4, Will +3 |
Abilities | Strength 15, Dexterity 13, Constitution 13, Intelligence 3, Wisdom 10, Charisma 10 |
Skills | Listen +4, Spot +4 |
Feats | Combat Expertise, Improved Trip |
Climate/Terrain | Any land |
Organization | Solitary, pack (2-8), or hunt (5-20) |
Challenge Rating | 3 |
Treasure | None |
Alignment | Always lawful evil |
Advancement | 3 (Medium-size), 4-6 HD (Large) |

Damage Reduction (Su): Hounds of Arawn ignore 10 hit points from most weapons and natural attacks. A +2 weapon or better negates the ability.
Feats: Hounds of Arawn receive Improved Trip free as a racial bonus.
Frightful Presence (Su): When the hounds of Arawn howl, they inspire fear in their prey. Anyone hearing such a howl within a 30-foot range must make a Will save (DC 11) or become frightened for 5d6 rounds; frightened characters flee or suffer a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws if they are unable to flee. Those who make their save are shaken for a similar duration; shaken characters suffer a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws.
Immunities: The hounds of Arawn are immune to damage from cold and fire.
Outsider: outsiders have Darkvision with a range of 60 feet. Hounds of Arawn are not proficient with weapons. A slain outsider cannot be raised or resurrected, although a wish or miracle spell can restore it to life.
Scent (Ex): Creatures with Scent can detect opponents within 30 feet by sense of smell, and can pinpoint the source of a Scent if it is within 5 feet. They can follow tracks by smell, making a Wisdom check DC 10 + 2 per hour that the trail is cold.
Smite Good (Su): Once per day, a hound of Arawn may make a normal attack to deal additional damage to a good foe. The damage bonus is equal to the hit dice of the hound (usually 2).
Spell Resistance (Ex): To determine if a spell or spell-like ability works against the creature, the spellcaster makes a level check (1d20 + caster level). If the result equals or exceeds 15, the spell works normally, though the creature still gets a saving throw if the spell allows such.
Cŵn Annwn

This towering white hound with blood-red ears prowls silently through moors and forests. Its ember-like eyes glow in the dark, and its chilling howl heralds death and the relentless pursuit of the Wild Hunt.
Cŵn Annwn CR 7
XP 3,200
LE Large outsider (extraplanar, fey)
Init +6; Senses darkvision 120 ft., scent; Perception +15
DEFENSE
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
hp 95 (10d10+40)
Fort +11, Ref +9, Will +7
DR 10/cold iron; Immune fear effects; Resist cold 10, necrotic 10
OFFENSE
Speed 50 ft., ethereal stride 40 ft.
Melee bite +15 (2d6+6 plus trip)
Special Attacks soul-harrowing howl (DC 18), rend the veil (3d6+6, healing suppression)
Spell-Like Abilities (CL 10th; concentration +12)
- At will — ethereal jaunt (self only), detect magic
- 3/day — fear (DC 16), dimension door
- 1/day — phantasmal killer (DC 17), greater teleport (self only)
STATISTICS
Str 22, Dex 15, Con 18, Int 6, Wis 15, Cha 14
Base Atk +10; CMB +17; CMD 29 (33 vs. trip)
Feats Improved Initiative, Power Attack, Run, Skill Focus (Perception), Toughness
Skills Perception +15, Stealth +11, Survival +12
Languages understands Sylvan and Common but cannot speak
SPECIAL ABILITIES
Ethereal Stride (Su) As a move action, a Cŵn Annwn may shift between the Material Plane and the Ethereal Plane. It may remain ethereal indefinitely.
Pack Coordination (Ex) A Cŵn Annwn gains a +2 bonus on attack rolls against a creature if at least one ally threatens it.
Rend the Veil (Su) The Cŵn Annwn’s bite deals an extra 3d6 points of necrotic damage. A creature damaged in this way cannot regain hit points (magical or natural) until the start of the hound’s next turn.
Soul-Harrowing Howl (Su) Once every 1d4 rounds, the Cŵn Annwn may unleash a terrifying howl. All creatures within 60 feet must succeed at a DC 18 Will save or become frightened for 1 minute and take 4d6 points of psychic damage. On a successful save, creatures are shaken for 1 round and take half damage. Mind-affecting fear.
Otherworldly Dread (Su) Beasts and animals of CR 1 or lower automatically panic when within 300 feet, as if under the panic spell for 1 minute.
ECOLOGY
Environment any temperate or cold (moors, forests, highlands)
Organization solitary, pair, or pack (3–8)
Treasure none
COMBAT
Cŵn Annwn hunt with chilling patience. They open combat with Soul-Harrowing Howl to scatter foes, then single out the weakest target. They use Ethereal Stride to phase in and out of melee, harrying prey and avoiding counterattacks. Packs coordinate attacks using Pack Coordination, dragging prey into isolation before overwhelming it. Bound to the will of Arawn, a Cŵn Annwn fights until its quarry is destroyed or commanded otherwise.
Cŵn Annwn are not mere beasts but spectral agents of the Otherworld, their howls heralding inevitability and the relentless approach of fate itself.
Cŵn Annwn Pack Alpha

Huge fey, lawful neutral
Armor Class: 17 (natural armor)
Hit Points: 210 (20d12 + 100)
Speed: 50 ft., ethereal stride 40 ft.
Space / Reach: 15 ft. / 10 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 16 (+3) | 21 (+5) | 8 (−1) | 16 (+3) | 16 (+3) |
Saving Throws: Dex +7, Con +9, Wis +7, Cha +7
Skills: Perception +10, Stealth +7, Survival +7
Damage Resistances: cold, necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: frightened
Condition Immunities: charmed, frightened
Senses: darkvision 120 ft., passive Perception 20
Languages: understands Sylvan and Common but cannot speak
Challenge: 12 (8,400 XP)
Traits
Pack Leadership. Allied Cŵn Annwn within 60 feet gain a +2 bonus to attack rolls and saving throws while the Alpha is conscious.
Ethereal Jaunt (Bonus Action). The Alpha can shift between the Material Plane and the Ethereal Plane, as if using the etherealness spell (self only).
Soul-Harrowing Howl (Recharge 5–6). All creatures within 120 feet must succeed on a DC 18 Wisdom saving throw or take 36 (8d8) psychic damage and be frightened for 1 minute. On a successful save, creatures take half damage and are shaken for 1 round. Mind-affecting fear.
Otherworldly Dread. Beasts of CR 2 or lower within 300 feet must succeed on a DC 16 Wisdom saving throw or flee for 1 minute.
Actions
Multiattack. The Alpha makes two Bite attacks and one Rend the Veil attack.
- Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 7) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
- Rend the Veil. Melee Spell Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) necrotic damage. The target cannot regain hit points until the start of the Alpha’s next turn.
Legendary Actions
The Alpha can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
- Stalking Step. Move up to half its speed without provoking opportunity attacks.
- Ethereal Lunge. Make one Bite attack, ignoring cover as it briefly phases into the Ethereal Plane.
- Echoing Howl (Costs 2 Actions). Half-strength Soul-Harrowing Howl targeting one creature within 60 ft.
- Command Pack (Costs 3 Actions). One allied Cŵn Annwn within 60 ft. immediately makes one melee attack.
Tactics
The Alpha opens combat with Soul-Harrowing Howl, scattering enemies and weakening morale. It isolates weaker targets, using Ethereal Jaunt and Stalking Step to reposition, then strikes with Bite and Rend the Veil. Using Command Pack, it coordinates allied Cŵn Annwn to maximize damage and control the battlefield. The Alpha fights relentlessly, embodying the inevitability of the Wild Hunt.