Sloth Viper
Large monstrosity, neutral
Armor Class
16 (natural armor)
Hit Points
38 (7d10)
Speed
30 ft., climb 30 ft., swim 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
11 (+0)
INT
2 (-4)
WIS
12 (+1)
CHA
2 (-4)
Senses
darkvision 60 ft., passive Perception 13
Skills
Perception +3, Stealth +5
Languages
--
Challenge
2 (450 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw. On a failed saving throw, the target takes 14 (4d6) poison damage and the target is poisoned for 1 minute. On a successful saving throw, the target takes half damage and isn’t poisoned.
While the target is poisoned, its speed is halved, it can’t use reactions, and it can take only one action or one bonus action on each of its turns, and regardless of abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.