Small Humanoid (Kobold), Lawful Evil
Armor Class 12 leather
Hit Points 30 (5d8 + 1)
Speed 30 ft., Climb 30 ft.
STR
10 (+0)
DEX
17 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws DEX +5, INT +4, CHA +2
Skills Acrobatics +18
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The creature has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the creature and the ally isn't incapacitated.

Duck and roll. Everytime this creature gets attacked they do a dex save, if its higher then the attack roll they move 5 feet to an unocupied space and take no damage. If there is no where to go, they cant do this.

Stelth. This creature can take its action to pull a cloak on themselfs, giving them the properties of an invisibility spell, this lasts for three turns or until he uncloaks using a bonus action. He cant attack while cloaked  nor climb.

 

Actions

Poison shiv. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. The victim must take a dc12 con save or get one point of exhaustion and a dc14 constitution save or start taking d6 poison damage each turn, then its a dc18 con save to stop being poisoned, this stacks.

Assassins shortbow. ranged weapon attack, +4 to hit, range 5/70 ft, one target. Hit 1d8+2 piercing damage. Choose one arrow type

  • Smokebomb. A 30 feet cube pops out of thick smoke with the point that the arrow landed as its center point. You can only see ten feet in the smoke with any type of dark vision, odervise five feet. the smoke disapears after three turns or after it being pushed away by something. Anyone who starts their turn in the smoke must take a dc 13 con save or get a coughing attack, stunning them.
  • Firebomb. A 15 foot cube of flames erupt from where the arrow lands, everything in it must succed a dc13 dex check and have enough movement to leave the cube of flames. On a succes they move out  of the flame area and take d4+1 fire damage. On a fail they remain where they are and get set on fire, taking 2d4 fire damage each turn untill they're put out. This doesn't stack with the same attack.
  • Magic arrow. This projectile now does magic damage, and always gives a plus 2 on hitroll.

Description

Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.

Previous Versions

Name Date Modified Views Adds Version Actions
11/19/2023 9:24:27 AM
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Monster Tags: Kobold

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

Thelightning444

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