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 aberrant 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.
Innate Spellcasting (Psionics). The aberrant kobold's spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no components:
Cantrips (at will): chill touch, mage hand, mind sliver, shocking grasp, vicious mockery
1st level (4 slots): detect magic, dissonant whispers
2nd level (3 slots): mind spike, suggestion, tasha's mind whip
3rd level (3 slots): bestow curse, counterspell, hunger of hadar
4th level (3 slots): confusion, Evard's black tentacles, phantasmal killer
5th level (2 slots): modify memory, wall of force
Inflict Madness (Psionics). Once per day, the aberrant kobold can use its psionic abilities to inflict madness upon a creature. The creature must make a DC 15 Widsom saving throw of be afflicted with madness. Roll on the short-term madness effects table to determine the type of madness afflciting the creature.
Multiattack. The aberrant kobold makes three melee attacks with its tentacle. Or one mind blast attack.
Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Mind Blast (Recharge 6). The aberrant kobold magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and bestunned for 30 seconds (5 rounds). A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.
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