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Kol'daan
- STR
- 14 (+2)
- DEX
- 10 (+0)
- CON
- 14 (+2)
- INT
- 6 (-2)
- WIS
- 10 (+0)
- CHA
- 6 (-2)
Kol'daan has advantage on Dexterity (Stealth) checks made to hide.
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.
While in sunlight, Kol'daan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Kol'daan makes three attacks: one with its bite and two with its claws or sparring sword.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 2) bludgeoning damage.
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Source: Waterdeep: Dungeon of the Mad Mage, p. 155 - Licenses and attribution