Medium Fiend, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 65 (9d10 + 16)
Speed 40 ft.
STR
17 (+3)
DEX
18 (+4)
CON
15 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +6
Damage Resistances Necrotic
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Abyssal, Telepathy 120 ft.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Movement-vision: This creature doesn't see except for when the target is moving. If the target wants to be still, it must succeed on a DC: 12 Dexterity check. The creature then regards the target as hidden.

Pack Tactics: This Caecus has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.

 

Actions

Multiattack. The Caecus makes two attacks: one with its bite attack and one with its talons.

Bite attack. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8(1d12 + 2) slashing damage.

Spikes (Recharge 6). A 15­-foot­-radius cloud of toxic spikes shoots out from the Caecus. The spikes dig into anyone that is not obscured. Each creature in that area must succeed on a DC 12 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 3 (1d6) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.

Frightening Screech (1/Day). The Caecus emits a horrific screech. Each creature within 15 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be frightened until the end of the Caecus's next turn.

Habitat: Urban

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