Run Away. Caterpie's movement does not provoke opportunity attacks when moving away from a creature and when it uses the Dash action, difficult terrain doesn't cost it extra movement on that turn.
Spider Climb. The Caterpie can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Plant Camouflage. The Caterpie has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) bludgeoning damage.
String Shot. The Caterpie shoots a line of silk at a creature within 30 ft of it, the creature must make a DC 11 Dexterity saving throw or become restrained. At the beginning of each of its turns, a creature can make a DC 11 Strength check to break free of the silk
Stench. When attacked the Caterpie releases a stench from its antennas, this occurs before the result of the attack is known. Any creature other than a Caterpie that starts its turn within 5 feet of the Caterpie must succeed on a DC 11 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of the Caterpie for 1 hour.
Description
Caterpie are large green caterpillar-like creatures with a yellow underside and long red antennas. Caterpie love to eat and will devour more than its own body weight of leaves each day. Its feet have suction cups that can stick to any surface which it uses to climb trees to reach more leaves. Caterpie are often eaten by other creatures, due to their low speed and lack of strong defenses.
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