Armor Class
10
Stench Kow
Large Fiend · Unaligned
Hit Points
15 (2d10 + 4)
Speed
Walk 30 ft.
CR
1/2
Traits
Stench
Any creature other than a stench kow that starts its turn within 5 feet of the stench kow 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 stench kows for 1 hour.
Actions
Gore
Melee Weapon Attack +6 to hit, reach 5 ft., one target. 7 () Piercing damage. If the stench kow moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 () Piercing damage.