Medium Humanoid, Lawful Evil
Armor Class 15
Hit Points 27 (2d6 - 2)
Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
9 (-1)
CHA
14 (+2)
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Spell Casting. The Kobold is a 3rd level spell caster. Its spell casting ability is Charisma (spell save DC12, +4 to hit with spell attack). It has following spells prepared.

Cantrips: 

Fire Bolt

cantrip evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Target: A creature or object within range
  • Components: V S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard
  • You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mage Hand

cantrip conjuration
  • Casting Time: 1 action
  • Range: 30 feet
  • Target: A point you choose within range
  • Components: V S
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than 10 pounds.

Poison Spray

cantrip conjuration
  • Casting Time: 1 action
  • Range: 10 feet
  • Target: A creature you can see within range
  • Components: V S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warlock, Wizard
  • You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Spells

Charm Person

1 enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Target: A humanoid you can see within range
  • Components: V S
  • Duration: 1 hour
  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard
  • You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
  • At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Chromatic Orb

1st-level evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Expeditious Retreat

1 transmutation
  • Casting Time: 1 bonus action
  • Range: Self
  • Target: Self
  • Components: V S
  • Duration: Up to 10 minutes
  • Classes: Sorcerer, Warlock, Wizard
  • This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

2nd Level

Scorching Ray

2 evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Target: Targets (one or several) within range
  • Components: V S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard
  • You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
  • At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

 

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

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