Armor Class 10
Hit Points 15 (2d10 + 4)
Speed 30 ft.
Damage Resistances cold, fire, poison
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/2
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 poisoned 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.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) 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 (2d6) piercing damage.
Mordenkainen Presents: Monsters of the Multiverse, p. 72