Small Humanoid (Kobold), Lawful Evil
Armor Class 14 (natural armor)
Hit Points 27 (6d6 + 6)
Speed 30 ft., burrow 5 ft.
STR
11 (+0)
DEX
15 (+2)
CON
13 (+1)
INT
9 (-1)
WIS
14 (+2)
CHA
11 (+0)
Senses Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 12
Languages Common, Draconic, Terran
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Aftershocks. When the kobold casts a spell of 1st-level or higher, any ground within the spell's area becomes difficult terrain for its enemies until the end of its next turn. Upon casting, each structure upon the affected ground takes 5 (1d10) thunder damage, and creatures on the ground that are concentrating must succeed on a DC 12 Constitution saving throw or lose concentration, with disadvantage if the creature is prone.

Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spellcasting. The kobold is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at-will): earth stomp (new), mold earthweathering (new) 
1st level (4 slots): earth tremorthunderwave
2nd level (3 slots): shatterspike growth
3rd level (2 slots): erupting earthquakewalk (new)

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Tunneler. The kobold leaves a 4-foot-diameter tunnel in its wake when it burrows. It can burrow through solid rock at one-fifth of its normal burrowing speed.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) thunder damage.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Rock. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 7 (2d6) bludgeoning damage.

Description

Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.

Kobolds build tunnels through the earth, digging out not only homes for themselves, but secret passages, deadly traps, and hidden caches for whatever they consider to be treasure. Some kobolds, whether through natural talent or after tutoring from outsiders, use earth magic to dig through earth much faster than kobolds wielding tools and architecture. These rare kobold geomancers empower themselves with vibrating, steely claws that they use to burrow, earning them their name.

Kobold dirtclaws (named by kobolds themselves) have enhanced earthen claws on their hands and feet which resemble eagle talons or mole claws made of hardened stone. When they stomp the earth with magic, the claws on their feet dig in and create shockwaves. Their scales are also harder than normal, strengthened by geomancy to be as tough as flimsy stone. Dirtclaws usually carry stones with them, as their magic enables them to throw a mundane stone with more force than a crossbow bolt.

Dirtclaws are highly respected and venerated among kobold communities because their abilities are so useful to nearly everything the kobolds do. They can construct tunnels with rapid speed, building new homes or battle structures in a pinch, and when kobolds do battle, the dirtclaws are hardy frontline fighters that disrupt enemy formations with rumbling blasts of earthen power.

Monster Tags: Kobold

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

BenevolentEvil

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