Aggressive. As a bonus action, the Axe-Head can move up to its speed toward a hostile creature that it can see.
Multiheaded. The Axe-Head can’t be surprised, and it has advantage on saving throws against being knocked unconscious.
Pack Tactics. The Axe-Head has advantage on an attack roll against a creature if at least one of the Axe-Head’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack. The Axe-Head makes three bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage.
Breath Weapon (Recharge 5–6). The Axe-Head exhales a 30-foot cone of adhesive goo. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 21 (6d6) 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 goo. A creature can make a DC 15 Strength (Athletics) check as an action, freeing itself or a creature within reach from the goo on a success. The rock has AC 17 and 20 hit points, and it is immune to fire, poison, and psychic damage.
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