Medium Humanoid (Any Race), Any Alignment
Armor Class 14 mage armor
Hit Points 9 (2d8)
Speed 30 ft.
STR
9 (-1)
DEX
12 (+1)
CON
10 (+0)
INT
7 (-2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +2, CHA +5
Skills Deception +5, Insight +4
Senses Darkvision 60ft, Passive Perception 12
Languages Common (Broken common), Draconic
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Spellcasting. The Sorcerer is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13+5 to hit with spell attacks). The Sorcerer has following Sorcerer spells prepared:

Cantrips (at will): fire bolt, guidance, minor illusion

1st level (2 slots): silvery barbs, bless, protection from evil and good

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

Bonus Actions

Healing Light

This kobold touched by the gods gains the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals half the Captain level.

A bonus action, the kobold can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Description

This Kobold was blessed with casting via divine intervention, A god sparing them from their otherwise doomed fate.

This Kobold is always under the effects of the  mage armor spell due to the blessing of a god.

Monster Tags: NPC

Habitat: Urban

Wiredwolf

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