Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
Legendary resistance: (Recharge 4-6) If the creature fails any type of saving throws, it can automatically succeed on it. It has 3 charges and can recharge on every single one of its turns.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Parry. A creature can add +2 to their AC when getting hit.
Hobble. (1 Action) Creature can move half its movement speed.
Cantrip Attack. (1 Action) Creature can use a cantrip.
Stunning strike. (2 Action) Creature can use an in-armed strike on another creature. They must make a Con Saving throw (Dc 16) or be stunned until their next turn.
Wild shape. (2 action) Creature can wild shape.
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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