b'Galidroo \n'b'  Huge   monstrosity ,  neutral evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  172 (15d12 + 75)  Speed  40 ft., burrow 20 ft.\n'b' STATS STR: 22 (+6) DEX:  13 (+1)  CON:  20 (+5)  INT:  11 (+0)  WIS:  18 (+4)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +9,  Wis  +8  Skills   Perception  +8  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  psychic  Condition Immunities   exhaustion   Senses   darkvision  90 ft., passive  Perception  18  Languages  Deep Speech, telepathy 60 ft.  Challenge  12 (8,400 XP) \n'b' Special Traits \n'b'   Aura of Lassitude . A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17  Constitution  saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can\xe2\x80\x99t use  reactions , its speed is halved, and it can\xe2\x80\x99t make more than one melee or  ranged attack  on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo\xe2\x80\x99s Aura of Lassitude for the next 24 hours. \n'b'  Selective Precognition . The galidroo can see into the past, present, and future simultaneously. It can innately cast  divination  and  legend lore  once per day each, requiring no material components. Its innate spellcasting ability is  Wisdom . The galidroo can\xe2\x80\x99t use these spells to gain information about itself or its personal future or past. \n'b'  Two-Headed . The galidroo has advantage on  Wisdom  ( Perception ) checks and on saving throws against being  blinded ,  charmed , deafened,  frightened , stunned, and knocked unconscious. \n'b'  Actions \n'b'   Multiattack . The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail  attack  in place of its two claw attacks. \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 17 (2d10 + 6) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 13 (2d6 + 6) slashing damage. \n'b'  Tail .  Melee Weapon Attack : +10 to hit, reach 15 ft., one target.  Hit : 16 (3d6 + 6) bludgeoning damage. The target is  grappled  (escape DC 17) if it is a Large or smaller creature and the galidroo doesn\xe2\x80\x99t have another creature  grappled . Until this grapple ends, the target is  restrained , and the galidroo can\xe2\x80\x99t use its tail on another target. \n'b'  Prophetic Screech (Recharge 5-6) . The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17  Intelligence  saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn\xe2\x80\x99t incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  About \n'b'  Wasteland Monstrosity . The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like purple worms and wasteland dragons. \n'b'  Prophetic Beasts . The galidroo\xe2\x80\x99s two heads can see into the past, present, and future simultaneously, giving them a distorted, almost fatalistic view on life. Since the galidroo cannot see its own past or future, it is filled with endless frustration, and it zealously unleashes its rage upon anyone unfortunate enough to cross its path. Powerful liches frequently enslave galidroos, forcing the creatures to use their prophetic talents to serve the liches\xe2\x80\x99 plans. Because of the poor treatment they usually receive, galidroos are quick to turn on their \xe2\x80\x9cmasters.\xe2\x80\x9d'