Trow, Sea

Family: Trow

Large fey, neutral

Armor Class 14 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft., swim 60 ft.

18 (+4) 12 (+1) 20 (+5) 8 (-1) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 3 (700 XP)


  • Amphibious. The sea-trow can breathe both air and water.
  • Fey Ancestry. The trow has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Magic Resistance. The trow has advantage on saving throws against spells and other magical effects.
  • Underwater Camouflage. The sea trow has advantage on Dexterity (Stealth) checks made while underwater.


  • Multiattack. The sea-trow makes two attacks: one with its Bite and one with its Claw.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the sea trow. Until this grapple ends, the target is restrained, the sea trow tries to drown it, and the sea trow can’t use its claw on another target.


Sea-trows are grotesque beings covered in seaweed with disc-shaped feet. They have a lumbering gait and are known for their frail bodies with disproportionately large limbs.

Sea-trows are fearsome aquatic creatures that dwell near coastlines, during storms, or in the deep ocean. They are blamed for causing storms, ill luck to fishermen, and stealing from fish caught on lines. As a result, sea-trows are feared by sailors and coastal communities alike. Their ability to blend in with aquatic plants means they can strike from anywhere.

Section 15: Copyright Notice

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

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