Small Humanoid, Lawful Neutral
Armor Class 16 Natural armor
Hit Points 22 (3d6 + 5)
Speed 30 ft., burrow 20 ft., climb 20 ft.
STR
16 (+3)
DEX
15 (+2)
CON
12 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +2
Senses Blindsight 60 ft, Darkvision 60 ft., Passive Perception 12
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

 

Actions

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.

Monster Tags: Kobold

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

Deckedaxis

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