Gleerok (5e Creature)
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Huge dragon, lawful evil
Armor Class 22 (natural armor)
Saving Throws Str +8, Dex +2, Wis +3
Hold Breath. The gleerok can hold its breath for 30 minutes.
Magma Swim. The gleerok can traverse molten rock as if it was water.
Tunneler. The gleerok can burrow through solid rock at half its burrow speed and leaves a 15 foot tunnel in its wake.
Weak Point. An attack which specifically targets an unusually colored gem at the center of the gleerok's shell ignores its resistance to bludgeoning, piercing, and slashing damage. Any attack roll made as a called shot, such as against this weak point, is normally made with disadvantage.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) piercing damage plus 7 (2d6) fire damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Fire Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.
Fire Breath (Recharge 5-6). The gleeok exhales fire in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
This uncommon form of gleeok is usually only found dwelling in subterranean magma flows, such as those under active volcanoes or in the subterranean world of Subrosia. Unlike a typical gleeok, it bears only one head, and its body is protected by a turtle-like shell. Much like the turtle it resembles, a gleerok is amphibious but spends most of its time submerged—albeit usually in magma rather than in water.
- Gleeok, a more common form of this creature, which has two heads instead of one
- Thermogleeok, a gleeok whose twin heads each spit either fire or frost
- Great Gleeok, a tremendously powerful gleeok with four fire-spewing heads
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