Small Humanoid (Kobold)
Armor Class 12
Hit Points 45 (10d6 + 10)
Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
12 (+1)
INT
8 (-1)
WIS
14 (+2)
CHA
8 (-1)
Skills Religion +4
Senses Darkvision 60 ft., Passive Perception 8
Languages Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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.

 

 

Actions

Oil of Blessing (3 uses). The "cleric" can use this special oil to cast the bless spell. In order for it to take effect, the user must succeed on a DC 10 Religion saving throw. Otherwise, the targets are afected by the bane spell. Neither effect requires concentration.

Oil of Necrosis (3 uses). The "cleric" can use an action to attempt to apply this oil to an enemy, making a melee spell attack (+5), while also reciting a prayer to Tiamat (DC 10 Religion check). If the attack hits and the prayer is successful, the target is affected by the inflict wounds spell. If the prayer fails, the target is subject to a cure wounds spell instead.

Oil of Revivification (3 uses). The "cleric" can use an action to apply this oil to a recently deceased creature and attempt to bring it back to life (as per the revivify spell). In order for the oil to work, the "cleric" must say a prayer to Tiamat and succeed on a DC 10 Religion check. Otherwise, the creature's body and soul are subjected to unspeakable torment. The creature then returns transformed into an imp.

Description

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

Monster Tags: Kobold

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

TeePott

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