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<title>Cave Dragon Wyrmling</title>
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<h1>Cave Dragon Wyrmling</h1>
<p><em>Medium</em> <em>Dragon</em> <em>Neutral Evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 16 (natural armor)</li>
<li><strong>Hit Points:</strong> 52 (7d8 + 21)</li>
<li><strong>Speed:</strong> walk 20 ft. fly 20 ft. burrow 30 ft.</li>
<li><strong>Challenge Rating:</strong> 2 (450 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 115</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>19 (+4)</td>
<td>12 (+1)</td>
<td>17 (+3)</td>
<td>8 (-1)</td>
<td>10 (+0)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Dex +3, Con +5, Wis +2, Cha +3</li>
<li><strong>Skills:</strong> Perception +4, Stealth +3</li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> False</li>
<li><strong>Condition Immunities:</strong> blinded, poisoned</li>
<li><strong>Senses:</strong> blindsight 10 ft., tremorsense 60 ft., passive Perception 14</li>
<li><strong>Languages:</strong> Draconic</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Darkness Shroud:</strong> The cave dragon naturally suppresses light near it. Bright light within 15 feet of the dragon becomes dim light, and dim light within 15 feet becomes nonmagical darkness.</li>
<li><strong>Magical Tunneler:</strong> The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) poison damage.</li>
<li><strong>Poison Breath (Recharge 5-6):</strong> The dragon exhales a cone of black, poisonous gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) poison damage and is poisoned until the end of its next turn. On a success, a creature takes half the damage and isn't poisoned.</li>
</ul>
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