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.
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.
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