Small construct, lawful neutral
- Armor Class
- 12 (natural armor)
- Hit Points
- 14 (4d6)
- Speed
- 25 ft.
- Challenge
- 1/2 (100 XP)
STR
14
+2
DEX
13
+1
CON
11
+0
INT
7
-2
WIS
10
+0
CHA
10
+0
- Skills
- Stealth +3, Survival +2
- Damage Immunities
- poison
- Damage Vulnerabilities
- fire
- Condition Immunities
- charmed; exhaustion; frightened; paralyzed; poisoned; unconscious
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Common, Sylvan
Traits
Unusual Nature.
Clapperclaw doesn't require air, food, drink, or sleep.
Actions
Claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Stuffing.
Clapperclaw stuffs straw or other dead plant matter into itself and regains 2d4 + 2 hit points. Roll a d6; on a 1 or 2, Clapperclaw runs out of stuffing and must spend 8 hours foraging for more before it can use this action again.
Bonus Actions
Unsettling Presence .
Clapperclaw targets one creature it can see within 15 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of Clapperclaw's next turn.