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.
Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Cunning Action. The sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Helpful. The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.
Coordinated Strike
6th-level Expert feature
The sidekick is adept at fighting in concert with a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra 2d6 damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 6) piercing damage.
+1 Lightcrossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 4 (1d8 + 4) 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.
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