Keen smell. The kamadan has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the kamadan can make two attacks - one with its bite and one with its snakes - as a bonus action.
Multiattack: The kamadan makes two attacks: one with its bite or claw and one with its snakes.
Bite or claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing/slashing damage.
Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Sleep Breath (1/Rest). The kamadan exhales sleep gas in a 30 ft. cone. Each affected creature must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage, or someone uses their action to wake it.
Dwarven Resilience. Musharib has advantage on saving throws againts poison.
Innate Spellcasting. Musharib's innate spellcasting ability is Wisdom. He can innately cast the following spells, requiring no material components:
1/day each: cure wounds, hunter's mark, jump, pass without trace, speak with animals, speak with plants
Maul (Skullbash): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
Stone Camouflague. The xorn has advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Treasure Sense. The xorn can pinpoint, by scent, the locations of precious metals and stones within 60 feet of it.
Multiattack. The xorn makes a claw attack and a bite attack.
Claw.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
Pack Tactics. The kobold has advantage on attacks against creatures if at least one of the kobold's allies is next to the creature, and not incapacitated.
Sunlight Sensitivity. The kobold has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight while it or its target is in direct sunlight.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Flask of Acid. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 7 (2d6) acid damage.
Alchemist's Fire. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 7 (2d6) fire damage.
Snake in a bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A poisonous snake appears from the bag, attacking its closest target.