12 (natural armor)
14 (4d6)
walk 25 ft.
Stealth +3, Survival +2
fire
poison
darkvision 60 ft.
Common, Sylvan
1/2
+2
Clapperclaw doesn't require air, food, drink, or sleep.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
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.
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.