Kol'daan

(Waterdeep: Dungeon of the Mad Mage)

Medium humanoid (troglodyte), Chaotic Evil

Armor Class11 (natural armor)
Hit Points20 (2d8 + 4)
Speed30 ft.
STRDEXCONINTWISCHA
14 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
Saving Throws—
SkillsStealth +2
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 10
LanguagesTroglodyte
Challenge1/4

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

Claw.

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

Sparring Sword.

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