Armor Class 12 (natural armor)
Hit Points 14 (4d6)
Speed 25 ft.
Skills Stealth +3, Survival +2
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Common, Sylvan
Challenge 1/2
Unusual Nature. Clapperclaw doesn't require air, food, drink, or sleep.
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.
Unsettling Presence (Recharge 5–6). 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.
WBtW, p. 78