Medium Humanoid (Kobold), Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 23 (4d8 + 4)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Draconic
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.   

Actions

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

Legendary Actions

(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.

Monster Tags: Kobold

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

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