14 (natural armor)
26 (4d8 + 8)
30 ft.
Stealth +3
darkvision 60 ft.
—
1
If the quog takes fire damage, it has disadvantage on attack rolls and ability checks until the end of the next turn.
While in sunlight, the quog has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) poison damage. The target must also make a successful DC 11 Constitution saving throw or have their Intelligence lowered by 2 for a day.