Escarglow (5e Creature)

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Medium fey (dream eater), chaotic neutral

Armor Class 25 (20 without shell) (natural armor)
Hit Points 95 (10d8 + 50)
Speed 20 ft. (40 ft. without shell)

14 (+2) 6 (-2) 20 (+5) 3 (-4) 14 (+2) 16 (+3)

Proficiency Bonus +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks (see Shell below)
Senses truesight 60 ft., passive Perception 12
Languages Sylvan
Challenge 8 (3,900 XP)

Shell. The escarglow has a dense shell for defense. When its shell is gone, the escarglow's AC is reduced by 5, it loses its damage immunities, and its speed is increased by 20 feet.


Glow Roll. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage.

Shell Toss. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 29 (5d10 + 2) bludgeoning damage. Hit or Miss: The escarglow loses its shell.

Recover Shell (Recharge 6). The escarglow creates a new shell if it does not have one.


Defense Boost. The escarglow chooses one ally creature within 60 feet of it and grants it a +1 bonus to its AC for 1 minute.

<!-Escarglow from KH Dream Drop Distance, art from KH Wiki,
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