Family: Cleeker

Medium humanoid (human), chaotic evil

Armor Class 11
Hit Points 52 (8d8 + 16)
Speed 30 ft.

16 (+3) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 6 (-2)

Skills Perception +1, Stealth +3, Survival +1
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common
Proficiency Bonus +2
Challenge 2 (450 XP)


  • Hold Breath. The cleeker can hold its breath for 10 minutes.
  • Pack Tactics. The cleeker has advantage on an attack roll against a creature if at least one of the cleeker’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  • Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage. Instead of dealing damage, the cleeker can grapple the target (escape DC 13).
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.


  • Rampage. When the cleeker reduces a creature to 0 hit points with a melee attack on its turn, the cleeker can take a bonus action to move up to half its speed and make a bite attack.


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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