Kol'daan

Waterdeep: Dungeon of the Mad Mage p. 155

Size
Medium
Type
humanoid (troglodyte)
Alignment
chaotic evil
AC
11 (natural armor)
Hit Points
20 (2d8+4)
Speed
walk 30 ft.
Skills
Stealth +2
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Troglodyte
Challenge
1/4
Environment
underdark
STR
14
+2
DEX
10
+0
CON
14
+2
INT
6
−2
WIS
10
+0
CHA
6
−2

Traits

Chameleon Skin

Kol'daan has advantage on Dexterity (Stealth) checks made to hide.

Stench

Any creature other than a troglodyte that starts its turn within 5 feet of Kol'daan must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.

Sunlight Sensitivity

While in sunlight, Kol'daan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

Kol'daan makes three attacks: one with its bite and two with its claws or sparring sword.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Claw

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Sparring Sword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 2) bludgeoning damage.

Other data

description