Small Humanoid (Kobold), Lawful Evil
Armor Class 15 (Studded Leather)
Hit Points 44 (8d6 + 16)
Speed 30 ft.
STR
12 (+1)
DEX
17 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +5
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 16
Languages Common, Draconic, Telepathy 100 ft. (Familiar Only), Thieves' Cant
Challenge 2 (450 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.

Blackened Claw Devotion. The kobold has advantage on saving throws against being charmed or frightened. The kobold also has advantage on saving throws against being grappled, or restrained while it is within 5 feet of at least one ally, and the ally isn't incapacitated.

Overbearing Pack Tactics. The kobold has advantage on Strength (Athletics) checks, and attack rolls 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.

Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll.


Summon Murder. Five raven familiars within 30 feet of each other can magically summon an swarm of ravens. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the swarm of ravens appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their mental and spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can’t perform the dance again until it finishes a short rest. When the swarm of ravens disappears back into the pocket dimension, any raven familiars within 5 feet of it can be temporarily dismissed with it.

Omen of Death. If the kobold dies, so to does its raven familiar. If either of their deaths are seen by any other Blackened Claw Kobolds or their raven familiars; their death will be relayed telepathically to all other Blackened Claw Kobolds and their raven familiars.

A Birdy Told Me. The kobold can communicate with Blackened Claw trained raven familiars in a simple manner.

Special Equipment. The kobold has a raven familiar (From an Artificer's 1st level spellwrought tattoo infusion), a randomized utility belt, 7 (3d4) wax-coated poison darts, a wax-coated poison dagger, and a glass vial shortsword.

Glass Vial Shortsword. A wicked, serrated shortsword, with an acid filled core of glass. The blade is coated with wax, to preserve the poison under it; until it is put to use.

  • If the weapon's wielder rolls a 1 or 20 on an attack roll using the weapon, the weapon shatters and is destroyed after that attack.
  • On a roll of 1, the weapon's wielder takes 7 (2d6) acid damage.
  • On a roll of 20, the target takes an additional 14 (4d6) acid damage.
  • Any creature, other than a Construct, Elemental, or Undead; that was damaged from a roll of 1 or 20 begins to bleed, losing 1d4 hit points at the start of each of its turns. If the bleeding creature is damaged again in such a way, the bleeding increases by 1d4. Any creature can take an action to stanch the wound with a successful DC 10 Wisdom (Medicine) check. The bleeding also stops if the target receives magical healing.

 

Actions

Glass Vial Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. The weapon is treated with basic poison or serpent venom.

Wax-Coated Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The weapon is treated with basic poison or serpent venom.

Wax-Coated Poison Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The weapon is treated with basic poison or serpent venom.

Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or Small creature against which the kobold has advantage on the attack roll. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target can’t breathe. Both hands are needed to maintain the grapple with the garrote. The kobold can still use The Whole Dam Belt action, but they can't throw the belt or change the fuse timer.

Utility Belt (3/Day). The kobold uses one of the following options (roll a d6 or choose one); the kobold can use each one no more than once per day:

1. Pot of Grease. The kobold throws a clay pot full of greasy oil at the target, and it breaks open on impact. Ranged Weapon Attack: +5 to hit, range 5/20 ft., one target.

On a hit, the target and the 10-foot square area under them is covered in greasy oil. If the target takes any fire damage before the greasy oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning greasy oil.

Miss: A patch of greasy oil covers a randomly determined 10-foot square section of wall or floor within 5 feet of the target.

When the greasy oil appears, each creature standing in its area must succeed on a DC 13 Dexterity saving throw or fall prone and be covered in greasy oil. A creature that enters the area or ends its turn there must also succeed on a DC 13 Dexterity saving throw or fall prone and be covered in greasy oil. Slick greasy oil covers the ground, it is difficult terrain until the greasy oil dries (after 1 minute). If lit, the greasy oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

2. Trail Tricks. As an action, the kobold fills a 10-foot square within 5 feet of it with ball bearings and caltrops.

3. Bomb. As an action, the kobold lights this bomb and throws it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

4. Smoke Bomb. As an action, the kobold throws a smoke bomb at a point up to 60 feet away. One round after a smoke bomb lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

5. Dragon Candle. As an action, the kobold aims and lights the dragon candle, and a thin sheet of flames shoots forth from the lit end. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

6. The Whole Dam Belt. As an action, the kobold can light the utility belt and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

The kobold can bind multiple utility belts together so they explode at the same time. Each additional use left in a belt increases the damage by 1d6 (to a maximum of 10d6) and the blast radius by 5 feet (to a maximum of 20 feet).

The utility belt can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the utility belt. After the set number of rounds goes by, the utility belt explodes on that initiative.

Bonus Actions

Cunning Action. On each of its turns, the kobold can use a bonus action to take the Dash, Disengage, or Hide action.

Idle Hands. If the kobold used its action to attack with a glass vial shortsword, wax-coated poison dagger, or wax-coated poison dart. The kobold can use a bonus action to make a weapon attack with one of those weapons.

Reactions

Duck and Cover. The kobold falls prone and takes the Dodge action.

Description

Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.

Thick waterproof leather, studded with scales. A sash of pouches, scroll cases, and knives. A bandana and veil covering their face.

The tools and weapons are made by a Yuan-ti Pureblood Artificer under the Blackened Claw's Employ.

Previous Versions

Name Date Modified Views Adds Version Actions
1/15/2022 10:58:38 AM
18
3
1/11/2022
Coming Soon

Monster Tags: NPCKobold

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

onyxking64

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