My PCs recently derailed a whole bunch of my planning through creative play – which is fine, the surprises make the game more entertaining for me this way – they ended up in the Slumbering Ursine Dunes and here are converted monsters for my own reference with abbreviated 5e stat blocks.
A Slothrog appears much as the giant sloth of our world’s Ice Age with the noticeable exceptions
of a shaggy black-as-night fur-covering and a great fog-shrouded face in which only
two red burning eyes can be glimpsed.
Magic Resistance. The slothrog has advantage on saving throws against spells and other magical effects.
Magic Weapons. The slothrog’s weapon attacks are magical.
Slow (2/day). Each time the slothrog lands an attack the target must make a CON saving throw or be slowed (as the spell). This automatically recharges if the target makes the initial saving throw.
- Bastard Sword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 3d8 slashing damage plus 13 (3d8) lightning damage. If the slothrog scores a critical hit, it rolls damage dice three times, instead of twice.
- Whip. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 2d6 slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the slothrog.
- Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 1d10 piercing damage plus 13 (3d8) lightning damage. If the slothrog scores a critical hit, he rolls damage dice three times, instead of twice.
Teleport. The slothrog magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space it can see.