Medium Monstrosity, Neutral
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
3 (-4)
WIS
13 (+1)
CHA
6 (-2)
Skills Perception +5, Stealth +4
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Stunned
Senses Darkvision 60 ft., Passive Perception 15
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.

 

Actions

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.

Mr_Squid

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