Small Humanoid (Kobold), Lawful Evil
Armor Class 16 Leather
Hit Points 48 (16d6 + 5)
Speed 30 ft.
STR
9 (-1)
DEX
13 (+1)
CON
12 (+1)
INT
12 (+1)
WIS
15 (+2)
CHA
17 (+3)
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
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

Multiattack. Zurrak makes one ranged spell attack using fire bolt and one melee quarterstaff attack.

Fire Bolt. Ranged Spell Attack:  +4 to hit, reach 120 ft., one target. Hit: 8 (1d10+2) fire damage

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+1)

Reactions

Evade Close Quarter Combat. When a creature enters the attack range of Zurrak, he teleports into an unnocupied space within 15 ft. (4 uses)

Zurrak's Screeching Fire Breath. When all other kobolds are defeated Zurrak lets out a screeching sound and casts a spell. All creatures in a 15 ft. radius must make a dexterity saving throw (DC15). On a failed saving throw they receive 4d6 fire damage and on a successful saving throw half of that damage.

Monster Tags: Kobold

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