Gleeok (5e Creature)

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Huge dragon, lawful evil

Armor Class 17 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft., fly 20 ft.

24 (+7) 9 (-1) 21 (+5) 7 (-2) 12 (+1) 9 (-1)

Saving Throws Dex +3, Wis +5
Skills Intimidation +3, Perception +5
Proficiency Bonus +4
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 15
Languages Lizal
Challenge 11 (7,200 XP)

Detach Head (1/Day). When the gleeok is first reduced to half its hit points (97), one of its two heads involuntarily detaches to become a gleeok head. The gleeok head acts on the gleeok's initiative. When the gleeok is reduced to 0 hit points, this gleeok head instantly dies.

Innate Spellcasting. The gleeok's innate spellcasting ability is Constitution (spell save DC 17, +9 to hit with spell attacks). The gleeok can innately cast the following spells, requiring no material components:

At-will: fire bolt (cast as an 11th-level spellcaster)
1/day: fireball

Weak Point. An attack which specifically targets one the gleeok's heads bypasses its damage resistance. Any attack roll made as a called shot, such as against this weak point, is normally made with disadvantage.


Multiattack: The gleeok makes two bite attacks, or casts fire bolt twice. It can only use this multiattack if it has more than half its hit points remaining and hasn't used its Floating Head feature.

Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 5 (1d10) fire damage.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage.


A gleeok appears as a bipedal armless dragon the size of a small house, with forest-green scales. A pair of towering, prehensile necks erupt from its body, each ending in one of two fang-bearing heads. Any gleeok is an embodiment of pure destruction, capable of roasting down entire villages with minimal effort between its pair of fire-breathing mouths. Despite its pure destructive capability, a gleeok usually remains within the mountains, ruins, or forests it calls its territory, and only leaves when food is scarce.

Of the few gleeoks have known to exist, most have fought in service to tremendously powerful evil beings, such as Ganon or Bellum. This suggests they can somehow be tamed or bribed, but any lesser creatures who have attempted such a fate have found nothing but a swift demise.


Variant: Necrogleeok[edit]

This form of gleeok has been blessed, or cursed, by powerful necromancy. A necrogleeok is indistinguishable from a normal gleeok until it dies. Upon apparent death, it abruptly sheds its heads, its muscle, and its very flesh, becoming a decapitated skeleton revived by its own action.

When it is first reduced to 0 hit points, the following changes take place at the start of the necrogleeok's next turn:

  • It immediately restores half its hit points (but any detached gleeok head still instantly dies).
  • Its type changes to undead.
  • It loses its damage resistances, and instead gains vulnerability to bludgeoning damage.
  • It can't cast spells nor can it bite; the only attack it can make is a Slam.
  • Its darkvision is replaced with blindsight out to the same radius.

This variant has a Challenge Rating of 13 (10,000 XP).

A still-living necrogleeok

Decapitated, animated, skeletal necrogleeok

See also[edit]

  • Three-Headed Gleeok, a similar gleeok, albeit with three heads
  • Thermogleeok, a gleeok whose twin heads each spit either fire or frost
  • Gleerok, a single-headed gleeok adorned with an impenetrable turtle-like shell
  • Great Gleeok, a tremendously powerful gleeok with four fire-spewing heads
  • Primordial Gleeok, a mythic monster believed by some to exist countless ages ago
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