Glowl (5e Creature)

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Medium beast, unaligned

Armor Class 13 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 20 ft., fly 40 ft.

10 (+0) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 11 (+0)

Senses blindsight 120 ft., darkvision 120 ft., passive Perception 11
Challenge 1 (200 XP)

Echolocation. The glowl can't use its blindsight while deafened.

Illumination. The glowl sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The glowl can enable or disable the light as a bonus action.

Keen Hearing and Sight. The glowl has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

The glowl is a man-sized, bioluminescent bat that lives in deep caves and hunts at night. The green glow of their body is caused by millions of tiny micro-organisms swimming in their bloodstream, which emit light when the nervous system of the glowl informs them to. The glow is used to lure in animals, though this tactic does not work that well on more intelligent creatures. The glowl is also quad-optic, and thus has four eyes in its head, each of which can be independently controlled.

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