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.
Filthy Looters. Some of the Bluescales are equipped with magical gear and have one of the following traits:
Firedancer. Has resistance to fire damage. Wields a flame-tongue shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage and 7 (2d6) fire damage
Hornblower. Carries a horn of blasting.
Seductress. Wears eyes of charming.
Snakemaster. Throws snakes as a ranged attack. Ranged Weapon Attack: +4 to hit, range 15 ft., one target. Hit: 1 piercing damage and 1d4 poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of the snakemaster's next turn. While poisoned, the creature's speed is halved and it cannot take reactions.
Doorbreaker. Wears a ring of the ram.
Truestriker. His weapons are covered with oil of sharpness and have a +3 bonus to attack and damage rolls. The flask contains 2 more uses of the oil.
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4+2) piercing damage
Description
Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.
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