Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
tail. melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d8 + 2) bludgeoning damage.
boiling breath (recharge 3-4). the kobold spews boiling water in a 30 ft. cone. all creatures in the cone must make a dexterity saving throw, taking (2d6 + 2) fire damage on a failed save, or half as much on a successful one.
Description
Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making. a small amount of kobolds were kidnapped and thrown into a lake in order to kill them, presumably as revenge for theft. instead of drowning, however, they rapidly adapted to their new environment. this new sub-race of kobolds are known for their long and powerful tails, as well as their ability to heat up water and spew it out as an attack. they are also know to be fast swimmers, the fastest matching sailboats in speed.
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