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 1/4
Charge. If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
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.
Volo's Guide to Monsters, p. 208