Honkdra
Huge monstrocity, chaotic evil
- Armor Class
- 13
- Hit Points
- 129 (12d12+36)
- Speed
- 15ft., fly 30ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 16 (+3) | 2 (-5) | 8 (-1) | 16 (+3) |
- Skills
- Intimidation +6
- Damage Immunities
- thunder
- Condition Immunities
- frightened
- Senses
- passive Perception 9
- Languages
- -
- Challenge
- 5 (who cares XP)
Reactive Heads. For every head beyond one that Honkdra has, it can use additional reaction for opportunity attacks.
Many Heads. Honkdra has 5 heads. As long as it has more than 1 head, it has advantage against effects that would render it blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Each time Honkdra takes at least 20 damage in a single turn, one of its heads die and fall off.
It’s not yet dead! Heads that fall off Honkdra aren’t truly dead. They immediatelly start squirming and mutating. If one whole round goes on without such head taking any damage, it transforms into a Devouring Goose. Otherwise (if head takes any damage while squirming), it is finally destroyed.
Actions
Multiattack. Each head of Honkdra can make a Honk or Bite attack if it’s not grappling any creature. If it is, it attempts to Devour it instead.
Honk. Honkdra honks at a creature within 20 ft. of it. Creature must make a Wisdom saving throw (DC 14) or take 7 (2d6) thunder damage and be deafened until the end of its next turn.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 5 (1d4+3) piercing damage. Creature hit that way is grappled by the Honkdra (escape DC 14).
Devour. Honkdra makes a Bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Honkdra, and it takes 10 (3d6) acid damage at the start of each of the Honkdra’s turns. If the Honkdra takes 15 damage or more on a single turn from a creature inside it, the Honkdra must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Honkdra. If the Honkdra dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.