Small Beast (Kobold), Neutral Evil
Armor Class 16 (Natural Armor)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
17 (+3)
CHA
8 (-1)
Saving Throws DEX +5, WIS +6
Skills Insight +6, Perception +6, Religion +4, Stealth +5
Damage Resistances Acid
Senses Blindsight 15 ft., Darkvision 60 ft., Passive Perception 16
Languages Common, Draconic, Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Legendary Resistance (2/Day). If the Kobold fails a saving throw, he can choose to succeed instead.

Magic Resistance. The Kobold has advantage on saving throws against spells and other magical effects.

 

 

 

Spellcasting. The Kobold is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The Kobold has the following cleric spells prepared:

Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy

1st level (4 slots): bane, cure wounds, detect poison and disease, darkness,ray of sickness

2nd level (3 slots): lesser restoration, protection from poison, blindness/deafness

3rd level (3 slots): glyph of warding, dispel magic

4th level (3 slots): death ward, banishment

5th level (2 slots): insect plague, mass cure wounds

Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The Kobold makes two dagger attacks.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.

Legendary Actions

 

The Kobold can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Kobold regains spent legendary actions at the start of its turn.

Weapon Attack. The Kobold makes a weapon attack or casts a cantrip.

Command Follower. The Kobold targets one ally it can see within 30 feet of it. If the target can see and hear the Kobold, the target can make one weapon attack as a reaction. The target gains advantage on the attack roll if it is another sorcerer or priestess.

Casts Darkness (cost 2 actions). The Kobold casts the darkness spell on a spot it can see. This does not take up a spell slot and can only be done once per day. On the Kobold's turn it can move the darkness spell as a bonus action.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/6/2021 12:27:45 PM
1
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Coming Soon

Monster Tags: Kobold

Habitat: Swamp

Krforget_93

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