Augur. The ambivalent claw is able to sense the intentions of a creature that approaches it. (meaning good or evil intentions)
Tail Spike Regrowth. The ambivalent claw has twenty-four tail spikes. Used spikes regrow when the ambivalent claw finishes a long rest.
Multiattack. The ambivalent claw makes three attacks: one with its bite and two with its claws or one with its stinger and one with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (5d8 + 4) slashing damage.
Horns. The Ambivalent Claw uses its horns on a creature within 5ft. To knock the target back. Melee Weapon Attack: +6 to hit, one target. Hit: 15 (3d8 + 3) bludgeoning damage. The target creature must make a Dexterity saving throw (DC 15). On a failed save the target, the creature is knocked back 10ft. and is now prone.
Sting. Ranged Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one