Blind Sense. These Kolbolds have poor eye sight but a keen sense of smell. They have disadvantage on attack rolls while in the dark. However, they have advantage on all Wisdom ([Tooltip Not Found]) checks that rely on smell.
Armored Ones. Due to the banned plates on their backs gives them natural armor. On their turn the can coil up in a tight ball giving them an +2 to AC. They can not attack while in this state. While in motion they make a roll attack on a target they can smell (30 ft.).
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +5{diceNotation": "1d6+2", "rollType": "to hit", "rollAction": "Claw"} to hit, reach f5 ft., one target. Hit: 5 (1d6 +2) slashing damage.
Sling. Ranged Weapon Attack: +4{diceNotation": "1d+2", "rollType": "to hit", "rollAction": "sling"} to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
(Optional) Roll Attack. If the Kolbod moves at least 10 ft. straigh towards a target they roll up in a tight ball, move an additional 20 ft. If the target is a creature, it must make a DC 13 Dexterity saving throw. On a failed save the target will take (1d4) bludgening damage.
Description
Armadillo Kobolds are a rare reptilian humanoid that has removed themselves from the deapths and wandered the world above. They are a slow nomadic race that travels in small groups. At night they build communities of burrows, rest a few nights, and continue on their way.
Previous Versions
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9/6/2024 6:26:07 PM
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58
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10
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1.0
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Coming Soon
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