15 (unarmored defense)
97 (15d8 + 30)
walk 40 ft.
Strength +6, Constitution + 5, Wisdom +5
Acrobatics + 6, Athletics +6
cold; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered.
fire, poison
poisoned
Darkvision 120 ft.
Common, Infernal, telepathy 120 ft.
5
Magical darkness doesn't impede Eldon Lobo's darkvision.
Eldon Lobo has advantage on saving throws against spells and other magical effects.
Eldon Lobo can't be frightened while it can see an allied creature within 30 feet of it.
When Eldon Lobo uses the Attack action with an unarmed strike or its dagger on its turn, it can make one unarmed strike as a bonus action.
Eldon Lobo has 3 ki points.
Immediately after Eldon Lobo takes the Multiattack action on its turn, it can spend 1 ki point to make two unarmed strikes as a bonus action.
Eldon Lobo can spend 1 ki point as an action to inflame a melee weapon it touches with hellish fire for 1 minute. Melee attacks made with the weapon deal an extra 1d4 fire damage.
Eldon Lobo can spend 1 ki point to take the Dodge action as a bonus action on its turn.
Eldon Lobo can spend 1 ki point to take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled for the turn.
Eldon Lobo makes two attacks: one with its beard and one with its dagger.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time Eldon Lobo hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage.