Arawn — Lord of Annwn and the Otherworld Hunt

Arawn, Lord of the Otherworld

https://www.youtube.com/watch?v=3V56rw2KkI4?list=PLJTTVlo7N1_u1NodfmOx62xMlkyY91rJK

Arawn is a Welsh mythological figure who is the king of Annwn, the Otherworld, and is associated with death and the hunt.

Arawn, Lord of the Otherworld
Midjourney
  • Pantheon: Welsh mythology
  • Deity Title: Arawn, Lord of the Otherworld
  • Deity Symbol: A silver stag
  • Home Plane: Fey World (Near Faerie); Divine Realm: Annwn, Arawn’s sovereign Otherworld court and its hunting roads.
  • Deity Level: Greater deity
  • Alignment: Lawful neutral
  • Names and titles: Arawn, Lord of Annwn and sovereign of an Otherworld court. Annwn is his realm, not an alias; he is not automatically ruler of every dead soul.
  • Superior: None
  • Allies: Pwyll of Dyfed, who earned Arawn’s friendship through loyalty and an honoured bargain; the Cŵn Annwn serve his hunts. Other Welsh divine powers keep their own courts and obligations.
  • Traditional Foes: Hafgan, once Arawn’s rival within Annwn, and those who break sworn agreements with his court. Other Otherworld sovereigns are not automatically enemies merely because their domains touch death.
  • Divine relic: Arawn bears the Spear of the Otherworld in this campaign. The Cauldron of Rebirth belongs to the separate Brân and Matholwch story in the Second Branch of the Mabinogi and is not an attested personal treasure of Arawn.
  • Servants: The Cŵn Annwn, spectral hounds that are said to roam the Otherworld
  • Servitor Creatures: Banshees, faeries, and other magical creatures
  • Sacred Animal: The stag
  • Manifestations: A pale, tall figure with a silver stag’s head, spectral hounds, and other ghostly creatures
  • Signs of Favor: An increase in hunting success, protection from harm while traveling, and prophetic dreams
  • Worshipers: Hunters, warriors, shamans, and those seeking knowledge of the Otherworld
  • Cleric Alignments : Lawful neutral, neutral
  • Specialty Priests: Huntmaster, Shaman
  • Holy Days: The first autumn hunt and the winter nights when his white hounds are heard beyond the fields.
  • Portfolio: Sovereignty of Annwn, otherworldly hunting, hospitality, oath-keeping, bargains and passage between worlds. Death imagery is associated with Annwn but does not make Arawn ruler of all departed souls.
  • Domains: Death, Magic, Protection, Travel
  • Favored Weapon: Longbow
  • Favored Class: Ranger
  • Favored Race: Elves
  • Duties of the Priesthood: Guard the paths into Annwn, honour bargains and hospitality, protect travellers against false guides, tend the white hounds and settle disputes in which mortal and Otherworld promises conflict.
  • Major Cult/Temple Sites: Arawn’s court in Annwn, the hunting paths of Glyn Cuch in Dyfed and the gates where travellers leave offerings before entering the Otherworld.
  • Benefits: Arawn’s priests may command hunting, protection and passage through Annwn according to their chosen edition’s domain and spell rules. They are also granted the power to communicate with the spirits of the Otherworld and the animals of the land. In addition, they receive a boon to their hunting abilities and are granted protection while traveling through wild lands.

Arawn rules Annwn, the Welsh Otherworld. In the First Branch of the Mabinogi he exchanges places with Pwyll, prince of Dyfed, for a year, while Pwyll defeats Arawn’s rival Hafgan. Their lasting friendship begins in Glyn Cuch, where Arawn’s white, red-eared hunting hounds run down a stag. Arawn can be met as a powerful neighbour and demanding ally, not merely as a god of death.

Arawn keeps the promises he makes. Pwyll earns his friendship by defeating Hafgan in Annwn and by honouring the trust placed in him while wearing the Otherworld king’s likeness. Arawn has no patience for a warrior who boasts of a victory gained by deceit; he can forgive an enemy who has kept faith.

At the edge of Glyn Cuch, Arawn’s hounds run white as winter with ears red as fresh blood. Their quarry is not always a mortal beast. When they cross the boundary into a human hunt, the living must decide whether to interfere and accept the debt that follows.

Arawn appears at court in the shape of a powerful hunter, with keen eyes, weather-marked finery and dogs that answer without a spoken command. In Annwn he receives guests with formal hospitality and watches whether they return it. He is no servant of every ghost or dead thing that wanders into a graveyard.

Encounters on the Road to Annwn

The White Hounds at Glyn Cuch. Two hunters take a stag from beneath the noses of Arawn’s crimson-eared hounds. Before dawn, the same hunters vanish, leaving their horses tied and unharmed. The party can follow the Cŵn Annwn through a break in the trees, argue for the hunters’ return in the Otherworld court, or discover why the stag was being hunted in the first place.

The Borrowed Face. A messenger arrives at Pwyll’s hall bearing Arawn’s likeness and a demand to surrender a guest. Arawn himself has made no such request. The characters have until the next feast to identify the impostor, protect the guest and decide whether to expose the deception before the entire court or lure its author into Annwn.

For the ancient story of Arawn, Pwyll, the hounds and Hafgan, see the First Branch of the Mabinogi.

Arawn, Lord of the Underworld

Arawn1
Midjourney

Medium celestial (divine manifestation), lawful neutral — D&D 5e (2014), CR 30.

Challenge Rating: 30

Armor Class: 30 (Divine Armor)

Hit Points: 675 (50d8 + 450)

Speed: 60 ft., fly 120 ft.

STRDEXCONINTWISCHA
30 (+10)24 (+7)28 (+9)26 (+8)30 (+10)30 (+10)

Saving Throws: Con +18, Wis +19, Cha +19
Skills: Insight +28, Intimidation +19, Perception +28

Senses: truesight 120 ft., passive Perception 38

Languages: All

Divine Traits:

  • Immortal
  • Divine Resistance: He has resistance to all damage types except psychic and radiant.
  • Divine Awareness: He is aware of everything that happens within the boundaries of his domain.
  • Divine Presence: He radiates an aura of cold and dread that fills creatures within 120 ft. with fear. Creatures within the aura must make a DC 30 Wisdom saving throw or become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Divine Equipment:

  • Divine Armor. Arawn’s black Otherworld armour is included in his Armor Class 30. It grants resistance to cold and necrotic damage; do not add another +10 Armor Class bonus on top of the listed AC.
  • Spear of the Underworld. This +3 divine weapon deals 3d12 + 13 piercing damage plus 3d12 necrotic damage on a hit (its enhancement is included in the attack and piercing damage totals below). It can cast cloudkill once per day, using Arawn’s spell save DC.

Personal Spellcasting. Arawn uses Wisdom (spell save DC 27; +19 to hit with spell attacks, based on his CR 30 proficiency bonus +9). His personal spells below are not the spell lists automatically granted to clerics. They use their normal action economy, durations and concentration rules.

1/Day Each — Personal death and passage magic:

  • Power Word Kill
  • Finger of Death
  • Create Undead
  • Raise Dead
  • Harm

3/Day Each — Personal battle and protection magic:

  • Shield of Faith
  • Crusader’s Mantle
  • Haste
  • Spiritual Weapon
  • Blinding Smite

Actions:

Multiattack. Arawn can use his Frightful Presence. He then makes four attacks with his Spear of the Underworld.

Spear of the Underworld. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 32 (3d12 + 13) piercing damage plus 19 (3d12) necrotic damage.

Frightful Presence. Arawn radiates an aura of cold and dread that fills creatures within 120 ft. with fear. Creatures within the aura must make a DC 30 Wisdom saving throw or become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Divine Word (1/Day; Bonus Action). Arawn casts divine word (2014 rules; spell save DC 27, Charisma saving throw, 30-foot range). Use its normal hit-point thresholds and planar banishment effects; it does not automatically kill a healthy creature after a Constitution saving throw.

Legendary Actions:

Arawn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Arawn regains spent legendary actions at the start of his turn.

  • Attack. He makes one attack with his Spear of the Underworld.
  • Teleport. He teleports up to 120 feet to an unoccupied space within his domain.
  • Claim of the Court (Costs 2 Actions). Arawn chooses one creature he can see within 60 feet. The target must succeed on a DC 27 Wisdom saving throw or have its speed reduced to 0 until the end of its next turn as unseen Otherworld hands hold it in place.

Lair Actions:

On initiative count 20 (losing initiative ties), Arawn can take a lair action to cause one of the following effects within his domain:

  • Call the White Hounds (1/Day). Two Cŵn Annwn arrive from a visible Otherworld road within 60 feet. They roll their own initiative, are friendly to Arawn, and remain for 1 hour or until dismissed. This action cannot summon additional hounds while any previously called hounds remain.
  • Fearful Aura. He intensifies the aura of cold and dread within his domain. All creatures within 120 ft. of him must make a DC 30 Wisdom saving throw or become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
  • Threshold Ward. Until initiative count 20 on the next round, Arawn and up to three allies he can see within 60 feet gain half cover while standing on natural ground or an established Otherworld road.

Arawn

Originally written by Dom of D20 / D&D 3e Netbooks and Downloads.

On this Link

Arawn is the fey lord of the dead, and dwells in the bleak underworld of Annwn. He is the representation of the natural law that all things must end, even life. He revels in his role, and rules his shadowy domain with an iron hand, pitting his faithful servants against one another to win his praise. Sometimes he even extends his reach into the lands of the living, either through his mortal servants or his hunting hounds, although he cannot physically travel in the lands of the sun.

Being responsible for keeping the laws of the dead and ruling over them in the underworld has made Arawn a hard, bitter god. He tolerates no insubordination, though he is rumored to have been quite a rogue in his youth. He acts as king and war leader in his realm, and dispenses justice to his subjects with an iron hand. He holds his word sacred, and honors any promise he makes or deal he strikes, regardless of the other party.

Arawn is the ruler of the underworld resting place of the dead. The Celts, who often use magic to bring the slain back to life, tend to view Arawn as an evil deity, for his habit of reclaiming the resurrected back to his realm. However, Arawn, rather than being evil, is the dutiful guardian of the dead. He will recall back any dead who would return to the world of the living to resume its former life. As such, any resurrected or raised-from-the-dead character will be hunted by the hounds of Arawn until they catch him and bring him back to the underworld. The sole exception concerns those brought back to life during the night of Samhain, who are free from the god’s wrath. In fact during the night of Samhain the dead may try to escape to the world of the living, and if they succeed (either as resurrected or undead), they won’t be pursued by Arawn. (Note that Arawn only forbids the souls to return as undead or resurrected, not as reincarnated which is the normal course of life and death.) Arawn traditionally appears as a gray rider mounted on a big,dark, ghostly horse. He leads a pack of otherworldly red-eared white hounds, that help him hunt the dead who would escape to the mortal world.

Typical worshippers: Very few people worship Arawn. The rare necromancer is not a worshipper of Arawn, but he well knows his laws and will typically create undead the night of Samhain to escape the wrath of Arawn. (Note for that matter, that skeletons and Zombies are merely animated corpses, and that certain undead are evil spirits bound to a cadaver, not souls brought back to the mortal world as undead.)

Duties of priesthood:

Priests of Arawn officiate at one and only one religious function – burial. Burials involve simple graves for most, complex graves including chariot and trophies for warriors and chieftains. Priests of Arawn do not officiate at sacrifices to other gods, but are generally on hand for ceremonies of their own immediately following such events.

Priests of Arawn are clerics rather than filidh. They preside over burial and funerals, and must hunt and destroy all undead they encounter or hear about. They can only turn undead and are forbidden to rebuke them. They are likewise prohibited to cast any spell or use any item that can raise or animate the dead. These forbidden spells include animate dead, create undead, create greater undead, raise dead, Reincarnate, and resurrection. Otherwise, priests of Arawn are the traditional guardians of “mortuary mounds”, that is: cold, damp, and foggy places where are buried heroes, rulers, and other important characters. Such places often contain gates that lead to the underworld.

Special Benefit: Priests of Arawn have access to a special feat of their own: Resist Undead, that gives them a +2 bonus against all special attacks of undead such as Fear, Energy drain, Permanent ability drain, Temporary ability damage, Gaze, Paralysis, etc.

On resurrecting any individual, there is a 2% chance per level of that individual that Arawn will intervene. He will either send his avatar to reclaim the body or (25% chance) he will attempt to bargain. He will offer some other similar character from the legions of the dead provided he can keep the original character. Refusal of his offer will be met with force.

Originally Posted by Tebryn14 of the Wizards Community forums.

On this Thread

Arawn controls all the power of life and death of the worshippers of that pantheon. He is one of the few evil powers of the bunch, but truly isn’t all that evil. He feels that evil is necessary to allow good to shine brighter, and he simply does his job. He punishes the wicked, and rewards the brave. He appears as a man draped in completely black robes.

Arawn
Cleric 25/Wizard 15
Medium-Size outsider (Evil, Extraplanar)
Divine Rank15
Hit Dice20d8+180 (outsider) plus 25d8+225 (cleric) plus 15d4+135 (wizard) (960 hp)
Initiative+11
Speed60 ft.
AC69 (+7 Dexterity, +15 divine, +28 natural, +9 deflection)
Base Attack/Grapple+40/+63
Attack+5 impact icy burst unholy club +69/+64/+59/+54 melee; or by spell +63 melee touch, or +62 ranged touch.
Damage+5 impact icy burst unholy club 1d6+17+1d6 cold/19-20 +1d10 cold; or by spell.
Face/Reach5 ft. by 5 ft./ 5 ft.
Special AttacksRebuke undead 16/day, Domain powers, salient divine abilities, spell-like abilities.
Special QualitiesDivine immunities, DR 25/epic, fire resistance 20, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 15 miles, remote communication 15 miles, godly realm (10 miles), greater
teleport
at will, plane shift at will, SR 67, divine aura (1,500 ft., DC 34), familiar (vulture), fast healing 3, uncanny dodge.
SavesFort +56, Ref +54, Will +64.
AbilitiesStrength 27, Dexterity 24, Constitution 28, Intelligence 34, Wisdom 44, Charisma 29.
Skills*Climb +33, Concentration +86, Craft (alchemy) +64, Diplomacy +72, Gather Information +39, Heal +72, Hide +59, Intimidate +61, Jump +33, Knowledge (Arcana) +90, Knowledge (history) +74, Knowledge (planes) +87, Knowledge (religion) +90, Listen +73, Move Silently +58, Profession (Judge) +93, Search +47, Sense Motive +74, Spellcraft +87, Spot +73, Swim +38. *Always receives a 20 on checks.
FeatsAlertness, Blind-Fight, Combat Expertise, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Extra Turning, Fast Healing, Greater Spell Penetration, Heighten Spell, Improved Initiative, Maximize Spell, Mobility, Persistent spell, Power Attack, Quicken Spell, Sacred Spell, Silent Spell, Spell Mastery, Spell Penetration, Spring Attack, Still Spell, Weapon Focus (club).
Divine
Immunities
Ability damage, ability drain, acid, cold, death effect, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, banishment, imprisonment.
Salient Divine AbilitiesAlter Size, Arcane Mastery, Automatic Metamagic (Stilled Cleric spells), Automatic Metamagic (Silent Cleric spells), Avatar (10), Divine Shield (12/day, stops 150 points of damage), Divine Spellcasting, Divine Storm (Negative Energy, DC 34), Extra Domain (Fate), Extra Domain (Renewal), Hand of Death (DC 44), Increased SR, Instant Counterspell, Know Death, Life and Death, Life Drain (DC 34), Soul Mastery*, Spontaneous Wizard Spells. *Soul Mastery Arawn can prevent the soul of any worshipper of the Celtic Pantheon  from returning to its body when an attempt is made to return it to life, unless that attempt is made by a Greater Power.
Domain PowersDeath touch 15/day; cast evil spells at +1 caster level; regain 1d8+9 HP 15/day when HP total falls below 0; uncanny dodge.
Spell-like  AbilitiesArawn uses the following abilities at 25th caster level, except for evil spell,  which he uses at 26th caster level. The DCs are 34+spell level. Cause Fear, Death Knell, Animate Dead, Death Ward, Slay Living, Create Undead, Destruction, Create Greater Undead, Wail of the Banshee, Protection from Good, Desecrate, Magic Circle against Good, Unholy Blight, Dispel Good, Blasphemy, Unholy Aura, Summon Monster IX, True Strike, Augury, Bestow Curse, Status, Mark of Justice, Geas/quest, Vision, Mind Blank, Foresight, Charm Person, Lesser restoration, Remove Disease, Reincarnate, Heroes’ Feast, greater restoration, polymorph any object, Freedom.*Cast as an evil spell only.
Cleric Spell/Day (Levels 0-17)6/10/9/9/9/9/7/7/7/7/3/3/3/3/2/2/2/2;  base DC=29+spell level.
Wizard  Spell/Day4/7/7/7/7/6/5/4/3; base DC=24+spell level.

Possessions: Arawn carries a +5 impact icy burst unholy club.

Other Divine Powers

Death of Earl Siward by James Smetham Date 1861 Arawn
Death of Earl Siward by James Smetham Date 1861

As an intermediate deity, Arawn automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Arawn can see, hear, touch, and smell at a distance of 15 miles. As a standard action, he can perceive anything within 15 miles of his worshippers, holy sites, objects, or any location where one of his titles or name as spoken in the last hour. He can extend his sense to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for15 hours.

Portfolio Sense: Arawn senses the death of any worshipper of a Celtic deity the instant it happens and retains the sensation for 15 ten days (or weeks, depending on what system that person’s home world uses). He likewise senses the birth of a child to a worshipper of the Celtic Pantheon.

Automatic Actions: Arawn can use Knowledge (Arcana), Concentration , Knowledge (religion), Diplomacy, Sense Motive, or Profession (Judge), as a free action, as long as the DC is 25 or lower.

Create Magic Items: Arawn can create any magic item that creates a death effect, that brings someone back to life, or that prolongs someone’s life if the market price is 200,000 gp or lower.

Elements from -Celtic Age Roleplaying the Myths, Heroes and Monsters of the Celts

Full netbook can be found on the followng website

Files Tube.

Hunter of Souls (Su): Arawn has power over the souls of the living, and may hunt them as he chooses. He may institute this power over any living being who is not protected against Death Magic, whether that person is in his line of sight or not. Arawn simply needs to know the individual’s name. To use this ability, Arawn sounds his horn, calling for a particular soul to bow to his will. The sound of the horn is only audible at the location where the individual is standing. The targeted character must make an immediate Fortitude Save at DC 35 or die. All those within 20 feet of the individual being thus harvested take 3d10 points of damage from the awesome power of Arawn’s horn and must make a Fortitude Save at DC 30 to avoid being Deafened. The effects of Deafness wear off of the Ascended in 1d10 rounds. For mortals, the effect is permanent.

The Wild Call (Su): When Arawn is hunting on the mortal plane, any sentient mortals within 30 feet of his pack finds themselves drawn into the hunt. Those who hear the sound of the horn or who see the hunt in progression must make a Will Save at DC 18 or lose control of themselves and instinctively join the hunt. They will recover when the sun rises far from where the joined the hunt with no memories of the event other than instinctive, animal emotions.

Create Undead (Su): Arawn can summon undead creatures at will. Arawn is the master of the dead, and these creatures are not simply random dead people: they will almost always be the ancestors, familiar friends, or other deceased souls relevant to those Arawn is fighting. It is more disturbing to see your dead father rise up to face you, and as such, all saves made versus these creatures’ Fear-based effects are at -2.

Cold Immunity (Ex): Arawn suffers no damage from Cold.

Arawn in 1454

Arawn in 1454 rules from Annwn, where his hunting roads touch the forests, moors and ancient fords of Wales. His white, red-eared hounds have begun following a mortal road that never previously crossed his realm. A local lord claims the right to chase their quarry; Arawn insists that the right of the hunt belongs to whoever accepted the first invitation and honoured its terms. Neither court can surrender that claim without dishonour.

The Broken Compact at the Black Ford. A bridge long maintained by both mortal and Otherworld hands collapses after a Welsh lord orders the burial of its foundation stones. The bridgekeeper is trapped in Annwn, and each night a different section of road disappears. Arawn will restore the crossing if the characters recover the stones, confront the lord and settle the claim of the keeper’s descendants before a second crossing closes.

Arawn intervenes only after mortal choices and Otherworld obligations have become impossible to reconcile. He sends a sign, a court emissary or the white hounds before appearing himself. His friendship with Pwyll remains the best explanation of his conduct: victory won without honour is worth less to him than a promise kept when keeping it is dangerous.

The Cŵn Annwn

The Cŵn Annwn (Hounds of Annwn) are a group of supernatural dogs from Welsh mythology. They are associated with Annwn, the Welsh Otherworld, and are said to be led by Arawn, the Lord of the Underworld.

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