Cleeker Chief

Family: Cleeker

Medium humanoid (human), chaotic evil

Armor Class 15 (studded leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 10 (+0) 8 (-1)

Skills Perception +4, Stealth +4, Survival +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common
Proficiency Bonus +3
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Hold Breath. The cleeker can hold its breath for 15 minutes.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the cleeker chief can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the cleeker chief. A creature can benefit from only one Leadership die at a time. This effect ends if the cleeker chief is incapacitated.
  • Maddening Feast. The cleeker feeds on the corpse of one enemy within reach that died within the past minute. Each creature of the cleeker’s choice that is within 60 feet and able to see the feeding must succeed on a DC 14 Wisdom saving throw or be frightened of the cleeker for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the cleeker’s Maddening Feast for the next 24 hours.

ACTIONS

  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
  • Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the cleeker can grapple the target (escape DC 14).
  • Hooked Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is Medium or smaller, the cleeker can choose to deal no damage and knock it prone.

ABOUT

This humanoid has a feral appearance, with pale skin and eyes filled with a predatory hunger. When it smiles, you can make out its sharp teeth.

The cleekers are a tribe of cannibalistic humanoids with a dark lineage. The cleekers are known for their agility, allowing them to move swiftly in the darkness, striking terror into the hearts of their victims.

Cleekers exist on the fringes of society, dwelling in flooded caves and secluded swamps. They live in close-knit communities, led by the dominant members of their tribe. Each cleeker clan has its own hierarchy, often governed by the strongest and most cunning individuals. The society is centered around survival, with a strong emphasis on hunting and gathering. They have little regard for societal norms or laws, operating outside the boundaries of civilization.

The cleekers have a macabre diet, sustaining themselves through cannibalism. They view the consumption of human flesh as a sacred and necessary practice, passed down through generations. They prefer fresh meat, often targeting unwary travelers or isolated settlements. To mask their gruesome activities, they have been known to pickle and store leftover body parts, discarding them to mislead others into thinking it’s the work of animals.

In combat, cleekers rely on their brutal tactics. They are proficient in melee combat, utilizing their hooked weapons and natural weaponry, such as their sharp teeth and claws, to tear through their enemies. Their ability to hold their breath for an extended period enables them to lay in wait for unsuspecting prey, ambushing them with ruthless efficiency. Cleekers exhibit a fierce pack mentality, coordinating their attacks and overwhelming their foes with sheer numbers.

Cleekers are notoriously hostile towards outsiders, viewing them as potential sources of food or threats to their territory. They have little regard for other species, often preying on those who venture into their domain. However, in rare instances, cleekers may forge alliances or partnerships with other dark-aligned factions or individuals, sharing their twisted knowledge and resources for mutual gain. These alliances are usually tenuous and built on a foundation of fear and self-interest.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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