Medium humanoid (troglodyte), Chaotic Evil
| Armor Class | 11 (natural armor) |
|---|---|
| Hit Points | 20 (2d8 + 4) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 14 (+2) | 6 (-2) | 10 (+0) | 6 (-2) |
| Saving Throws | — |
|---|---|
| Skills | Stealth +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | Troglodyte |
| Challenge | 1/4 |
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.
Kol'daan makes three attacks: one with its bite and two with its claws or sparring sword.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 2) bludgeoning damage.