Lightning Absorption. Whenever the asparagoose is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Multiple Heads. The asparagoose has three heads. While it has more than one head, the asparagoose has advantage on Saving Throws against being charmed, frightened, stunned, and knocked unconscious.
Whenever the asparagoose takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, the asparagoose dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken acid damage since its last turn. The asparagoose regains 15 Hit Points for each head regrown in this way.
Grasping Vines. A creature restrained by the asparagoose takes 18 (4d8) magical bludgeoning damage at the end of each of its turns.
Multiattack. The asparagoose makes as many slam attacks as it has heads, excluding those currently restraining creatures. If 2 or more attacks hit a Medium or smaller target, the target is restrained (escape DC 15)
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage.
Honk (Recharge 5-6). The asparagoose raises its heads and emits a frightening call. All creatures within 30ft must make a DC10 wisdom save or become frightened until the end of their next turn. Other asparageese within one mile of the Asparagoose instantly learn of the asparagooses location.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Constrict. All creatures currently restrained by the asparagoose take 9 (2d8) magical bludgeoning damage.
Wing Attack (Costs 2 Actions). The asparagoose beats its wings. Each creature within 10 ft. of the asparagoose must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The asparagoose can then fly up to half its flying speed.
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