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Monster

Kol'daan

Medium Humanoid · Chaotic Evil

Waterdeep: Dungeon of the Mad Mage Page 155
Armor Class 11
Hit Points 20 (2d8 + 4)
Speed Walk 30 ft.
CR 1/4
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 () 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 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 () 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. 4 () Piercing damage.

Claw

Melee Weapon Attack +4 to hit, reach 5 ft., one target. 4 () Slashing damage.

Sparring Sword

Melee Weapon Attack +4 to hit, reach 5 ft., one target. 6 () Bludgeoning damage.
Confirmation

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