Sunlight Sensitivity. While in sunlight, the werebold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The werebold 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.
Morph. transforms from Koblod form to Warebold.
Short sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Well morphed:
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage
Breath weapon (Recharge 6-6). Ranged Weapon Attack: range 15/30 ft., one target. Hit: 6 (2d6) Fire damage. Save: Dex 10
(3 Actions)
Breath weapon (Recharge 6-6)
Breath weapon. Ranged Weapon Attack: range 15/30 ft., one target. Hit: 6 (2d6) Fire damage. Save: Dex 10
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage
Description
Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.