Small Humanoid (Kobold), Chaotic Good
Armor Class 14 leather
Hit Points 19 (2d6)
Speed 30 ft.
STR
7 (-2)
DEX
16 (+3)
CON
10 (+0)
INT
8 (-1)
WIS
7 (-2)
CHA
8 (-1)
Senses Darkvision 60 ft., Passive Perception 8
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

Tool Proficiencies: Thieves' Tools (E), Carpenter's Tools, Tinker's Tools, Smith's Tools

Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit:  (1d8 + 3) piercing damage.

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2022 4:26:31 PM
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1
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Coming Soon

Monster Tags: Kobold

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

Dohavkiin

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