Medium Humanoid (Druid, Kobold), Chaotic Evil
Armor Class 15
Hit Points 7 (7d8 + 1)
Speed 40 ft.
STR
14 (+2)
DEX
15 (+2)
CON
16 (+3)
INT
15 (+2)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws WIS +5
Damage Vulnerabilities Acid, Cold
Damage Resistances Bludgeoning, Damage from Spells
Condition Immunities Grappled
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Draconic
Challenge 2 (450 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.

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.

Actions

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.

Reactions

Parry. A creature can add +2 to their AC when getting hit.

Legendary Actions

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.

Monster Tags: Kobold

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

SixerThatsGiga

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