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.
Keen Hearing and Smell. The kobold has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Innate Spellcasting. The kobold’s innate spellcasting ability is wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: Goodberry, Enhance Ability( self only, bears strength and cats Grace only)
1/day each: Stone Shape, meld into stone, Earth Tremor
War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) 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.
Kobold miners care for only two things, diging tunnels and mining ore, everything else does not matter.
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