16 (natural armor)
138 (12d12 + 60)
walk 40 ft.
Perception +2
darkvision 60 ft.
Giant
6
Kelzar can not be surprised and has advantage on Wisdom (Perception) checks that rely on sight.
Kelzar can breathe air and water.
Kelzar has advantage on Wisdom (Perception) checks that rely on smell.
Kelzar regains 10 hit points at the start of its turn. If Kelzar takes acid or fire damage, this trait doesn't function at the start of Kelzar's next turn. Kelzar dies only if it starts its turn with 0 hit points and doesn't regenerate.
Kelzar makes five attacks: one with its bite and four with its claws.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.