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.
1/day each: blur
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Screech (Recharge 6). The astral kobold shrieks when endangered emitting thunder energy in a 20-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) thunder damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scavenged Antimatter Pistol. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 15 (2d12 + 2) necrotic damage. Ammunition: 2 shots. Attack Roll of 1 and the weapon explodes destroying it and causing 2d8+2 damage in a 10' radius, DC 15 Con save or be knocked prone and stunned for one minute.
1/day each: misty step
Description
Astral Kobold Scavengers are craven reptilian humanoids that commonly infest derelicts, dead gods or other salvage in the Astral Sea looking for treasure they can sell. They will actively salvage ships, homes or any mechanical object they find - whether it is running or not. They have a cleverness for trap making.
Previous Versions
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