14 (hide armor)
65 (10d8+20)
walk 30 ft.
Con +4, Wis +2, Cha +3
darkvision 60 ft.
Abyssal, Gnoll
4
When Kurr reduces a creature to 0 hit points with a melee attack on its turn, Kurr can take a bonus action to move up to half its speed and make a bite attack.
Kurr makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.