Large elemental, neutral good

Armor Class 13
Hit Points 136 (16d10 + 48)
Speed 0 ft., swim fly 40 ft. (hover)

12 (+1) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

Skills Perception +4, Stealth +5
Damage Immunities acid, cold, lightning, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 14
Proficiency Bonus +3
Challenge 8 (3,900 XP)


  • Elemental Nature. The hooper doesn’t require air, food, drink, or sleep.
  • Misty Form. The hooper can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the hooper can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The hooper can’t manipulate objects in any way that requires fingers or manual dexterity.


  • Forceful Fog. Melee Weapon Attack: +6 to hit, reach 5 ft., one target in the hooper’s space. Hit: 7 (2d6) force damage and must succeed on a DC 14 Strength saving throw or be moved 5 feet in a random direction and knocked prone.
  • Mournful Hoot. The hooper emits a mournful hooting sound, creating an eerie and unsettling atmosphere within a 120-foot radius. Creatures starting their turn within this area must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. 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 hooper’s Mournful Hoot for the next 24 hours.


The hooper manifests as an enigmatic cloud of mist, suffused with a central light that casts strange shadows and illuminates its surroundings. Within this misty form, sparks of energy dance and flicker.

The hooper is a rare phenomenon, often associated with coastal regions where the sea meets the land. It is said to materialize from the interplay of natural elements and the arcane, a convergence of fog, light, and energy.

The hooper blurs the lines between weather phenomenon and supernatural entity. In some tales, it is a guardian spirit, attempting to protect sailors from harm by forewarning them of impending danger. However, its otherworldly appearance and the eerie sounds it emits also evoke feelings of dread.

The hooper doesn’t engage in traditional hunting habits, as it lacks a tangible form to interact with the physical world. Instead, it serves as an omen, a harbinger of impending storms. When it appears, mariners take heed and avoid venturing into treacherous waters. Those who dare to challenge the warning of the hooper may find themselves facing the fury of nature’s wrath.

Section 15: Copyright Notice

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

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