20 (natural armor)
330 (20d20 + 120)
40 ft.
Con +13, Wis +9
Perception +9
cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
charmed, paralyzed, poisoned, prone
darkvision 120 ft.
Terran
22
If the Hakkon fails a saving throw, it can choose to succeed instead.
The Hakkon's weapon attacks are magical.
The Hakkon has five heads. While it has more than one head, the Hakkon has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the Hakkon takes 40 or more damage in a single turn, one of its heads dies. At the end of each turn, it regrows one head if any have died since its last turn. The Hakkon regains 20 hit points for each head regrown in the way.
For each head the Hakkon has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
The Hakkon does double damage to objects and structures.
While the Hakkon sleeps, at least one of its heads is awake.
The Hakkon makes as many bite attacks as it has heads.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
The Hakkon can stamp on the earth and cause it to shake. Any creatures within 90 ft. of the monster must make a successful DC 20 Dexterity save or be knocked prone.
The Hakkon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Hakkon regains spent legendary actions at the start of its turn.
The Hakkon makes a Wisdom (Perception) check.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.
The Hakkon makes a tail attack. If the attack hits, the target must succeed on a DC 20 Strength saving throw or be pushed back 15 ft. If the target fails the save by 5 or more, the target falls prone.