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.