Small Humanoid (Kobold), Lawful Evil
Armor Class 15 Studded Leather
Hit Points 26 (4d6)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
10 (+0)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +5
Skills Acrobatics +3, Medicine +2, Nature +1, Sleight of Hand +7, Stealth +7
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Draconic
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Tools. Xen is proficient in the use of thieves' tools and tinker's tools and has both in his inventory. 

Armor. Xen is proficient in light armor.

Weapons. Xen is proficient in martial and simple weapons; he is in possession of the Kryn Shortsword that has the following features:

This silvered sword is used in religious ceremonies dedicated to the particular deity of the Kryn Dynasty. It has holy symbols worked into it, with a repeating figure being a dodecahedron.

While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Additionally, while on the material plane, the wielder can use an action to learn which way is north.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Actions

Kryn Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bonus Actions

Helpful. The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.

Cunning Action. The sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Two Weapon Fighting. When the sidekick takes the Attack action and attacks with a light melee weapon that it's holding in one hand, it can use a bonus action to attack with a different light melee weapon that it's holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

 
 

Description

Bonus Proficiencies

1st-level Expert feature

The sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Charisma.

In addition, the sidekick gains proficiency in five skills of your choice, and it gains proficiency with light armor. If it is a humanoid or has a simple or martial weapon in its stat block, it also gains proficiency with all simple weapons and with two tools of your choice.

Helpful

1st-level Expert feature

The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.

Cunning Action

2nd-level Expert feature

The sidekick’s agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.

Expertise

3rd-level Expert feature

Choose two of the sidekick’s skill proficiencies. The sidekick’s proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.

At 15th level, choose two more of the sidekick’s skill proficiencies to gain this benefit.

Ability Score Improvement

4th-level Expert feature

At 4th level and again at 8th, 10th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can’t increase an ability score above 20 using this feature.

Coordinated Strike

6th-level Expert feature

The sidekick is adept at fighting in concert with a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra 2d6 damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.

Evasion

7th-level Expert feature

Because of extraordinary good luck, the sidekick is skilled at avoiding danger. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn’t benefit from this feature while incapacitated.

Inspiring Help

11th-level Expert feature

When the sidekick takes the Help action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack’s damage roll against one target.

At 20th level, the bonus increases to 2d6.

Reliable Talent

14th-level Expert feature

The sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.

Sharp Mind

18th-level Expert feature

The sidekick gains proficiency in one of the following saving throws of your choice: Intelligence, Wisdom, or Charisma.

Previous Versions

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Monster Tags: Kobold

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

rolensiluel

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