Galvani Courtyard

Galvani Manor can be entered from either the south or the north by way of the courtyards. A passage between the storehouses leads to an open space that has been overtaken by nature. Trees have overgrown the westmost corner and have begun to tear into the central structure. It makes passage that way difficult. But the overgrowth makes for a perfect nesting sight for the local fowl.

Hazard: Twistenvines

These vines actively seek out their targets and attempt to ensnare them. All plantlife in this area of the map is considered difficult terrain. Moving through more than ten feet of vegetation causes it to reach out and attempt to grasp and restrain. DC 14 Wisdom save or Survival Check to avoid being restrained until cut free, and take 2d6 bludgeoning damage.

These nests are big. Large enough to host a horse or two easily. Whatever uses them is likely not to take kindly to anyone getting so close as to be able to see them. To smell them. This is the nesting site of the Chaossowaries. Two mated pairs have build adjoining nests and will chase off anyone who dares try to pass through their territory.

Chaossowary CR: 8

Huge monstrosity, unaligned
Armor Class: 18 (Natural Armor)
Hit Points: 172 (15d12+75)
Speed: 60 ft , swim: 50 ft

STR

20 +5

DEX

14 +2

CON

20 +5

INT

2 -4

WIS

10 +0

CHA

7 -2

Skills: Perception +6
Senses: Darkvision 60ft, passive Perception 16
Challenge Rating: 8

At will: As long as the Chaossowary has at least three heads, it can use its action to cast Blur on itself.


Multiple Heads. Technically it is only one head, but its five different possible timelines of head. Each possibility spiraling out independently with its own actions. Five different strands of possibility! Or five heads if you will. While it has more than one head, the chaossowary has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the chaossowary takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the chaossowary dies. At the end of its turn, two possibilities emerge for each heads that died since its last turn. Effectively growing back two heads in place of each one lost. Only being struck with Bludgeoning damage from a Wherestone Weapon can prevent this ability from functioning for one turn. The chaossowary regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head the chaossowary has beyond one, it gets an extra reaction that can be use only for opportunity attacks.
Wakeful. While the chaossowary sleeps, at least one possible head just woke up.

Actions

Multiattack. The chaossowary makes as many Head Thwack attacks as it has heads.
Head Thwack. Melee Weapon Attack: +9, Reach 10ft, one target. Hit: 16 (2d10+5) magical bludgeoning damage.
Jungle CHARGE. One head may forego its attack to direct the body on a rapid charge, up to 30 ft in a straight line.

This large bird is has a vibrantly blue and red head and neck. Its black feathered body is ideal for charging through thick underbrush and is supported by thick scaley legs. But on closer inspection it becomes clear that the head of the chaossowary is moving between different states, as though one is past and one present, one future and one another possibility still. Each head is a possibility. But in all possible realities, they don't like being pressed and aren't afraid to fight back.
Type
Room, Outdoors, Courtyard
Parent Location