| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 15 | +2 | +5 |
| CON | 13 | +1 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 11 | +0 | +0 |
| CHA | 21 | +5 | +5 |
Crafty. The cave lord does not provoke Opportunity Attacks when it moves out of a creature's space.
Sunlight Sensitivity. While in sunlight, the cave lord has Disadvantage on attack rolls.
Multiattack. The cave lord makes two Booming Greatclub attacks.
Booming Greatclub. Melee Attack Roll: +5, reach 10 ft. Hit: 11 (2d8 + 2) Bludgeoning damage plus 3 (1d6) Thunder damage.
Display Dominance (1/Day). Strength Saving Throw: DC 13, each enemy creature within 10 feet of the cave lord. Failure: 15 (6d4) Thunder damage plus 15 (6d4) Force damage, and the target is Prone. Success: Half damage only.
Goblin Thralls (Recharge 5-6). The cave lord casts Command (level 6 version), targeting goblinoids only and using Charisma as the spellcasting ability (spell save DC 17).
Ravenous (3/Day). Trigger: A creature within 40 feet of the cave lord is reduced to 0 Hit Points. Response: The cave lord moves up to its Speed and eats the dead creature, regaining 3 (1d6) Hit Points, or 10 (3d6) Hit Points if the triggering creature is a goblinoid.
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