Small Humanoid (Kobold), Lawful Evil
Armor Class 15 Natural Armor
Hit Points 45 (10d6 + 10)
Speed 30 ft.
STR
9 (-1)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
9 (-1)
CHA
12 (+1)
Saving Throws DEX +5, WIS +1
Damage Resistances Lightning
Senses Darkvision 60 ft., Passive Perception 9
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.

Actions

Multiattack. The Barrq Kobold makes two weapon attacks.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, plus 3 ((1d6) lightning damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, plus 3 (1d6) lightning damage.

Reactions

Lighting Jolt.  When the kobold is struck by a melee attack, as a reaction, it can unleash a jolt of electrical energy. The attacking creature must make a DC 13 Constitution Saving throw. On failed save, a creature takes 7 (2d6) lightning damage. On a successful save, a target takes half as much damage.

Description

Kobolds of the Barrq clan are the servants of the fabled Behir, dragon slayers. The clan has been without a behir for more than 800 years, but are excited to have tracked down an egg and hatched it.

Monster Tags: Kobold

Habitat: DesertMountainUnderdark

Duran_Flamebeard

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