Small Humanoid (Kobold), Neutral
Armor Class 12
Hit Points 36 (8d6 + 8)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws DEX +4, WIS +3
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Draconic
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

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

Actions

Multiattack. Bolo makes two Shortsword attacks. She can replace one attack with a use of Spellcasting.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Epic Ballad. As an action Bolo can start a performance that lasts until the end of her next turn. During that time, she and any friendly creatures within 30 feet of her gain 1d4 temporary hit points at the start of their turns and have advantage on saving throws against being charmed. A creature must be able to hear her to gain this benefit. The performance ends early if Bolo is incapacitated or silenced or if she voluntarily ends it (no action required).

Spellcasting. Bolo casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: thaumaturgy, mage hand, prestidigitation

1/day each: charm person, invisibility, sleep

Bonus Actions

Taunt (2/Day). Bolo targets one creature within 30 feet of her. If the target can hear her, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.

Description

BOLO the Wonderful, Duchess of Drimlington, daughter of Rollo, Duke of Drimlington: Loves to sing and always has a line of song ready after an encounter. She can seem slightly aloof but is friendly with everyone and is always interested in Teg’s traps and Golda’s plans – both have the most potential to lead to interesting stories.

Habitat: Urban

Svenyatta

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