Trow, Hill

Family: Trow

Large fey (bard), neutral

Armor Class 14 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft., burrow 30 ft.

15 (+2) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 15 (+2)

Skills Nature +3, Perception +4, Performance +4, Stealth +5, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 4 (1,100 XP)



  • Multiattack. The hill trow makes two attacks with its Claw or hurls two Rocks.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, or 13 (3d6 + 3) bludgeoning damage if the hill trow is on the ground.
  • Rock. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, or 17 (4d6 + 3) bludgeoning damage if the hill trow is on the ground.


This humanoid figure Is dressed in gray attire.

Trows, known as “guid folk” and “good neighbors,” are a unique kind of troll-like fey that inhabit ancient earth mounds, cromlechs, caves, and other hidden places. They are skilled metalworkers and healers, often seen dressed in gray clothing. Trows are known to bring good luck to human families they favor, and they have a fondness for music and dancing.

Trows have an intriguing blend of helpful and mischievous tendencies. They are known to abduct humans, particularly young mothers and infants. They also have a fascination with bards and their music. Trows love making music themselves, especially playing the fiddle, and they are capable of entrancing melodies that captivate those who hear them.

Trows are sometimes feared due to their potential for abducting humans and their connections to the hidden world. It is considered taboo to speak about trows, and seeing them is believed to bring bad luck, while hearing them speak is auspicious.

Section 15: Copyright Notice

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

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