18 (natural armor)
253 (22d10 + 132)
20 ft.
Con +13, Int +14, Wis +10
Perception +10, Persuasion +8, Survival +10
necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
poison
poisoned
darkvision 120 ft.
Abyssal, Infernal, telepathy 120 ft.
23
Sloth's innate spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no components • At will: prestidigitation, slow, vicious mockery (5th level) • 1/Day each: cloud of daggers, suggestion
If Sloth fails a saving throw, it can choose to succeed instead.
Sloth has advantage on saving throws against spells and other magical effects.
Sloth's weapon attacks are magical.
This fiend always believes she's right. She has advantage on Wisdom saving throws.
Any creature that starts its turn within 60 ft. of Sloth must make a DC 19 Wisdom saving throw. On a failed save, the creature becomes charmed by Sloth for 1 minute. While charmed in this way, the creature's speed is halved, they have disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Sloth's sorrowful presence for the next 24 hours. Whenever Sloth deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.
While in sunlight, Sloth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Sloth makes four tentacle attacks.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) necrotic damage.
Sloth gazes in an area that makes up a 30-foot cone. Each creature in that area must make a successful DC 19 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.
Sloth casts a cantrip.
The fiend breathes out noxious gas in a 30 ft. cone. All creatures in the area must make a successful DC 19 Constitution saving throw or take 18 (4d8) necrotic damage, half damage on a success.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage and the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained. Sloth can only constrict two targets.