Medium humanoid, chaotic evil
- Armor Class
- 11 (natural armor)
- Hit Points
- 20 (2d8 + 4)
- Speed
- 30 ft.
- Challenge
- 1/4 (50 XP)
- Skills
- Stealth +2
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Troglodyte
Traits
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.