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CAVE DRAKE
Patient Predator (False Appearance). The drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. While the drake remains motionless against a cavern wall or ceiling, it is completely indistinguishable from a natural stone formation. A creature must succeed on a DC 19 Intelligence (Investigation) or Wisdom (Perception) check to spot it.
Spider Climb. The drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The drake makes three attacks: one with its Bite and two with its Claws. It can replace one Claw attack with a Tail attack if a target is within range.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Caustic Breath (Recharge 5/6).. The drake exhales a spray of acid in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.