Sunlight Sensitivity. While in sunlight, the chaurus reaper has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Relentless (3/Day). If the chaurus reaper takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Lumbering. The chaurus reaper is incapable of Jumping, Dodging or taking the Dash action.
Multiattack. The chaurus makes three attacks: two with its claws and one with its bite or one with its spit. When its acid breath is available, it can use the breath in place of its bite or spit. Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d8+6) slashing damage Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d8+6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. Spit. Ranged Weapon Attack: +5 to hit, range 60/120., one creature. Hit: 11 (2d10+3) acid damage. Acid Breath (Recharge 5–6). Exhales acid in a 15-‐foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) acid damage on a failed save, or half as much damage on a successful one.
Tail Grab. As a bonus action on its turn, the chaurus can attempt to grab one target with its tail. The target must succeed on a DC 18 Strength saving throw or be grappled and restrained. Only one target can be grappled in this way at a time, and that target cannot be attacked by the chaurus. The target can repeat the saving throw at the start of each of its turns.