Large Monstrosity, Neutral
Armor Class 16 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 60 ft.
STR
19 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
9 (-1)
Skills Athletics +7, Perception +9, Stealth +4
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Stunned
Senses Truesight 30 ft., Passive Perception 19
Languages understands all languages but can’t speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Mr_Squid

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