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.
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.
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.
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