Like a Rock. Even when the Cave Horror is in plain sight, it takes a successful DC 21 Wisdom (Perception) check to spot a Cave Horror that has neither moved nor attacked. A creature that tries to enter the Cave Horror's space while unaware of the Cave Horror is surprised by the Cave Horror.
Multiattack. The Cave Horror makes two tendril attacks or one tendril attack and one bite attack.
Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 5) piercing damage. When a creature is struck by the tendril, it must make a DC 16 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The target is also grappled (escape DC 20). If the target is Medium or smaller, it is also restrained until this grapple ends. If the target fails to break free of the grapple, at the end of it's turn it is moved 5 ft closer to the Cave Horror. While grappling the target, the Cave Horror has advantage on attack rolls against it and can’t use this attack against other targets. When the Cave Horror moves, any Medium or smaller target it is grappling moves with it.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 5) piercing damage.
Description
Cave Horrors are opportunistic hunters. Due to this, they will lie in wait for approaching prey. While waiting for their prey, they remain completely still with their whip-like tendrils contracted, causing them to appear like an ordinary rock.
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