Sunlight Sensitivity. While in sunlight, the cave crawler has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Regeneration. The cave crawler regenerates 3 hit points at the start of its turn
Venomous Spines. Any creature that touches the cave crawler or hits it with a melee attack while within 5 feet of it must succeed on a DC 9 Dexterity saving throw or take 1 piercing damage and be Poisoned until the end of that creature's next turn.
Multiattack. The cave crawler makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage, and if the target is a creature, it must succeed on a DC 11 Constitution saving throw or be poisoned. While poisoned in this way, the creature takes 1d4 poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Tail. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d4 - 1) bludgeoning damage.
Description
Cave crawlers are dangerous, six-legged predatory creatures that are found deep within damp and dark tunnels. They are covered in long, hairy spines that inject a numbing toxin into any that are punctured by them, and their bites carry with them a lasting venom designed to wear down their prey.
Cave crawlers possess a minor regenerative ability that rapidly mends the wounds their bodies sustain. This, coupled with their venomous spines, makes them unideal targets for predators in the evolutionary race that is the Underdark environment.
Their venom glands may be harvested with a DC 18 Wisdom (Survival) check, though one must also succeed on a DC 9 Dexterity saving throw or take 1 piercing damage and be Poisoned until the end of the creature's next turn. These glands may be distilled into a vial of Basic Poison with a DC 10 Intelligence (Poisoner's Kit) check.
Comments