The Beast
Large giant, chaotic evil
Armor Class
15 (natural armor)
Hit Points
84 (8d10 + 40)
Speed
30 ft., climb 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
20 (+5)
INT
12 (+1)
WIS
10 (+0)
CHA
7 (-2)
Senses
Darkvision 60 ft., passive Perception 14
Skills
Perception +4
Languages
Giant
Challenge
5 (1,800 XP)
Keen Smell. The Beast has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The Beast regains 10 hit points at the start of its turn. If the Beast takes acid or fire damage, this trait doesn’t function at the start of the Beast’s next turn. The Beast dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Two Heads. The Beast has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the Beast’s heads is asleep, its other head is awake.
Actions
Multiattack. The Beast makes three attacks: one with its bite and two with its claws, or two with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.