Clubneck

Medium monstrosity, neutral

Armor Class

13 (natural armor)

Hit Points

22 (4d8 + 4)

Speed

40 ft.

STR

14 (+2)

DEX

13 (+1)

CON

12 (+1)

INT

2 (-4)

WIS

10 (+0)

CHA

6 (-2)

Senses

darkvision 60 ft., passive Perception 12

Skills

Perception +2, Stealth +3

Languages

--

Challenge

1 (200 XP)

Charge. If the clubneck moves at least 20 feet straight toward a target and then hits with its beak on the same turn, the target takes an extra 3 (1d6) damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Multiattack. The clubneck makes three attacks: one with its beak and two with its claws.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

medium
monstrosity
cr1
tome-of-horrors