Behir's Blessing. A Kobold Viper is blessed by a Behir, causing it to be resistant to lightning damage and deal an extra 2(1d4) lightning damage with its attacks.
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.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) slashing damage plus 2 (1d4) lightning.
Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit 5 (1d4 + 3) bludgeoning damage plus 2(1d4) lightning damage.
Behir's Breath (Recharge 5–6). The kobold exhales lightning in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Description
Kobolds are known to deeply revere and serve dragons, but their dragon overlords rarely pay them much heed or show gratitude for their service. When a kobold is spurned or abandoned, it may seek revenge, defecting to one of the dragon's greatest rivals: a Behir. These kobolds are known as "Vipers" due to their treachery and spiteful indignation as well as the serpentine nature of their new master.
Behirs greatly value these kobolds, who work tirelessly to further fortify their lairs - labyrinthine, winding tunnel systems with narrow passageways and ample opportunities to hide. They lie in wait, ambushing unwelcome intruders.
Occasionally, one of these kobolds earns a rank of authority, gifted by a Behir, often sprouting two - or more rarely four, - extra arms, and making them exemplary climbers. These magistrates inherit potent electrical abilities, which they enjoy using as a show of superiority to keep their subordinates in check.
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