Sunlight Sensitivity. While in sunlight, the chaurus has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Relentless (2/Day). If the chaurus takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Pounce. If the chaurus moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the chaurus can make one bite attack against it as a bonus action.
Multiattack. The chaurus makes two attacks: one with its bite and one with its spit. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d8+4) bludgeoning damage, and the target must make a DC 12 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: +4 to hit, range 30/60., one creature. Hit: 6 (1d10+2) acid damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison 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 14 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.