Aggressive. As a bonus action, the Clamp-Head can move up to its speed toward a hostile creature that it can see.
Multiheaded. The Clamp-Head can’t be surprised, and it has advantage on saving throws against being knocked unconscious.
Pack Tactics. The clamp-head has advantage on an attack roll against a creature if at least one of the clamp-head’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack. The clamp-head makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage.
Breath Weapon (Recharge 5–6). The clamp-head exhales a 15-foot cone of adhesive goo. Each creature in the cone must make a DC 12 Dexterity saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening rock. A creature can make a DC 12 Strength (Athletics) check as an action, freeing itself or a creature within reach from the goo on a success. The goo has AC 17 and 10 hit points, and it is immune to fire, poison, and psychic damage.
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