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Gwyn ap Nudd, King of Annwn

Gwyn ap Nudd 2
DALL·E 2024
  • Alias – King of Annwn, Lord of the Otherworld, Leader of the Wild Hunt
  • Gender – Male
  • Race – Fairy (Tylwyth Teg) / Otherworldly being
  • Occupation – Ruler of Annwn (Otherworld), Leader of the Wild Hunt, Guardian of Souls
  • Religion – Celtic / Welsh mythology
  • Allies – Spirits of Annwn, Cŵn Annwn (spectral hounds), supernatural beings
  • Enemies – Gwythyr ap Greidawl (rival for Creiddylad), agents of chaos, unruly spirits
  • Abode/ Base of operations – Annwn (the Welsh Otherworld)
  • Nationality – Welsh (Mythological)
  • Languages – Welsh (assumed), supernatural tongues of the Otherworld
  • Alignment – Neutral (tends towards lawful, balancing life and death)
  • Affiliation(s) – Spirits of Annwn, the Wild Hunt, Tylwyth Teg (Welsh fairies)
  • Significant others – Creiddylad (love interest, though their relationship is part of an eternal struggle)

Gwyn ap Nudd stands tall and commanding, his presence exuding an ethereal power that seems to ripple through the air around him. His skin is pale, almost translucent, with an otherworldly glow that suggests he is not fully of this world. His features are sharp and angular, as if carved from stone, giving him a regal yet cold beauty. His eyes, dark as a starless sky, shimmer with an eerie light, constantly shifting between a deep, endless black and a faint glint of silver—like distant stars barely visible on a cloudy night. These eyes are ancient, haunted by the countless souls he has shepherded into the afterlife, and they hold a depth that speaks of both sorrow and wisdom.

His hair is long, flowing down to his shoulders in thick, raven-black strands, but there are faint streaks of silver running through it, shimmering like moonlight caught in a dark forest. It moves subtly, as if caught in a constant unseen wind. Around his head, a faint aura of mist lingers, never quite touching him but swirling like smoke, a reminder of his connection to the hidden and the spectral.

Gwyn’s attire is equally striking. He wears a cloak made of deep, shadowy hues—blacks, greys, and midnight blues—that seem to absorb the light around him. The cloak itself moves like living shadow, shifting as if it were part of the night itself. Beneath it, his armor glimmers faintly, silver and obsidian, covered in intricate, swirling patterns that resemble the branches of ancient trees and the flow of unseen currents. His chest is broad, and his form is muscular but lean, built like a warrior trained in endurance rather than brute strength.

Around his waist, a belt of black leather holds an ornate sword, the hilt shaped like entwined ravens, their beaks pointed toward the blade. The weapon, though sheathed, radiates an ancient energy, a relic of Annwn itself, capable of cutting through the veil between worlds. Across his back, a bow of pale, polished bone is slung, its string humming with quiet, spectral energy, suggesting that its arrows are meant for more than just mortal prey.

His hands are calloused and strong, the fingers long and capable, bearing rings carved from bone and silver. His left hand is gloved in leather, while the right is bare, revealing pale skin that seems to shimmer with faint ethereal runes, symbols of his dominion over the otherworld. When he moves, it is with a silent, predatory grace, as if the very ground bends to his will, and though he speaks with an ancient authority, his voice carries a quiet, melodic sadness—an echo of the souls he guards.

A constant companion at his side is the Cŵn Annwn, the spectral hounds of the Wild Hunt, their eyes glowing with pale blue fire. They hover near his feet, silent but ever-present, reinforcing his role as the leader of that deadly chase through the skies.

Bio of Gwyn ap Nudd

Gwyn ap Nudd
DALL·E 2024-10-16 02.54.01

Gwyn ap Nudd is the enigmatic ruler of Annwn, the Welsh otherworld, and the guardian of souls, responsible for guiding the dead to their resting place and keeping the forces of chaos at bay. As a deity-like figure, he is charged with balancing the boundary between life and death, protecting both the mortal realm and the otherworld from collapse. He is also the leader of the Wild Hunt, a fearsome procession of spectral riders and hounds that sweep through the night, collecting the souls of the dead and lost.

Gwyn’s role is to maintain the delicate harmony between order and entropy, ensuring that the chaotic forces of Annwn do not breach the mortal world. His actions are driven by a deep sense of responsibility, as he is one of the few beings who understands the fragile nature of existence itself. Though he appears fearsome, his purpose is ultimately compassionate; he ensures that no soul is left to wander without peace, and that chaos remains in check.

Yet Gwyn is also bound by his own tragic fate. His love for Creiddylad, the goddess of spring, is doomed to eternal repetition, as he must battle his rival Gwythyr for her hand every May Day, never gaining lasting victory. This eternal conflict embodies the endless cycles of nature—life, death, rebirth—and it keeps him locked in a sorrowful existence where desire is always just out of reach.

Gwyn’s greatest fear is the dissolution of the boundary between worlds—the chaos that would result from the collapse of Annwn into the mortal realm. This fear drives his tireless efforts to protect the cosmic balance. His ultimate hope is to preserve the natural order and perhaps one day find peace for himself—a release from his endless duties and the haunting love that both sustains and torments him.

In the grand scope of his existence, Gwyn ap Nudd seeks to maintain the equilibrium of life and death, ensuring that the cycle continues unhindered while searching, perhaps unknowingly, for a resolution to his own personal tragedy.


Gwyn ap Nudd 4
Create (midjourney.com)

King of Annwn, Lord of the Otherworld, Leader of the Wild Hunt
Large fey, neutral

Armor Class: 22 (Natural Armor, Obsidian & Silver Armor of Annwn)
Hit Points: 612 (36d12 + 360)
Speed: 50 ft., fly 60 ft. (hover)


StrDexConIntWisCha
30 (+10)25 (+7)30 (+10)23 (+6)28 (+9)29 (+9)

Saving Throws: Str +17, Dex +14, Con +17, Wis +16, Cha +16
Skills: Perception +16, Insight +16, Arcana +13, Persuasion +16, Stealth +14
Damage Resistances: Necrotic, Radiant, Cold, Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison, Lightning, Force
Condition Immunities: Charmed, Frightened, Exhaustion, Paralyzed, Poisoned
Senses: Truesight 120 ft., Passive Perception 26
Languages: Common, Sylvan, Infernal, Celestial, telepathy 120 ft.
Challenge Rating: 28 (120,000 XP)
Proficiency Bonus: +7


Legendary Resistance (3/Day):

If Gwyn fails a saving throw, he can choose to succeed instead.

Ethereal Sight:

Gwyn ap Nudd can see into the Ethereal Plane within 120 feet of him at all times.

Magic Resistance:

Gwyn has advantage on saving throws against spells and other magical effects.

Magic Weapons:

All of Gwyn’s weapon attacks are magical.

Master of the Wild Hunt:

As the leader of the Wild Hunt, Gwyn ap Nudd can summon the Cŵn Annwn (spectral hounds) to aid him in battle. As a bonus action, he can summon 1d4 Cŵn Annwn (use Dire Wolf statistics with the addition of Incorporeal Movement and Immunity to Necrotic damage). These hounds obey his commands and remain for 1 hour or until they drop to 0 hit points.


Actions

Multiattack:

Gwyn ap Nudd makes three attacks: two with his sword and one with his bow, or three with his sword.

Sword of the Otherworld. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.

Hit: 35 (5d8 + 10) slashing damage plus 22 (4d10) necrotic damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bow of Spectral Winds. Ranged Weapon Attack: +14 to hit, range 150/600 ft., one target.

Hit: 25 (3d10 + 7) piercing damage plus 21 (6d6) radiant damage. The target must make a DC 22 Wisdom saving throw or be frightened of Gwyn for 1 minute. The target can repeat the saving throw at the end of each of its turns.

Howl of the Cŵn Annwn (Recharge 5-6):

Gwyn lets out a terrifying howl, summoning the Wild Hunt to his side. Each creature of his choice within 60 feet that can hear him must succeed on a DC 22 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, the creature is paralyzed. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Soul Harvest (Recharge 6):

Gwyn draws the souls of the fallen to him. Each creature within 30 feet of a corpse must make a DC 22 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save or half as much damage on a successful one. For each creature that fails, Gwyn regains 30 hit points.


Legendary Actions

Gwyn ap Nudd 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. He regains spent legendary actions at the start of his turn.

  • Move: Gwyn moves up to half his speed.
  • Sword of the Otherworld (1 action): Gwyn makes one attack with his Sword of the Otherworld.
  • Glimpse of Annwn (2 actions): Gwyn forces a creature he can see within 60 feet to experience the vision of the Otherworld. The creature must succeed on a DC 22 Wisdom saving throw or be stunned until the end of its next turn.
  • Summon Cŵn Annwn (3 actions): Gwyn summons 1d4 Cŵn Annwn to aid him.

Mythic Actions

When Gwyn ap Nudd is reduced to 0 hit points for the first time, he does not die. Instead, he releases the full power of Annwn, gaining the following effects:

  • King of Annwn: Gwyn regains 300 hit points.
  • Annwn’s Fury: For 1 minute, Gwyn’s weapon attacks deal an extra 5d10 necrotic damage, and he can move through objects and creatures as if they were difficult terrain. Each creature he moves through takes 5d10 necrotic damage.

Regional Effects

The region surrounding Gwyn ap Nudd’s presence is altered by his influence:

  • Phantom Whispers: In areas within 6 miles of Gwyn’s lair, the air is filled with faint, eerie whispers, often heard at night or when alone. These whispers are harmless but unsettling.
  • Veil of Mist: A thick mist perpetually hangs in the air, limiting visibility to 100 feet. The mist obscures the vision of creatures not attuned to the Otherworld (DC 20 Perception to see through it).
  • Restless Souls: Creatures that die within 6 miles of Gwyn’s domain rise as specters after 1d4 hours unless buried with iron symbols or within consecrated ground.

If Gwyn is slain, these effects fade over the course of 1d10 days.


Lore

Gwyn ap Nudd is the ruler of Annwn, the Welsh Otherworld, and the leader of the Wild Hunt, a spectral force that rides across the night skies, gathering lost souls. His dominion over death and the afterlife makes him both feared and respected among mortals and immortals alike. Gwyn’s eternal rivalry with Gwythyr ap Greidawl over the love of Creiddylad reflects his ties to the cycles of life, death, and rebirth. His actions, while terrifying, are in service of balance, ensuring that the boundary between the worlds remains intact.

Gwyn ap Nudd is a figure of cosmic importance, embodying the mysteries of death and the inevitability of life’s end. Though he is a grim figure, he is not evil—his role is vital, and his hunts are driven by the need to prevent chaos from overwhelming the realms.

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