Galvani Courtyard
Hazard: Twistenvines
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
STR
20 +5
DEX
14 +2
CON
20 +5
INT
2 -4
WIS
10 +0
CHA
7 -2
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.