Medium Swarm of Small humanoids, Lawful Evil
Armor Class 12
Hit Points 87 (10d8 + 27)
Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
9 (-1)
INT
8 (-1)
WIS
7 (-2)
CHA
8 (-1)
Condition Immunities Grappled
Senses Passive Perception 8
Languages Common, Draconic
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Swarm. The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom perception checks that rely on sight.

One of Many. The Army of Kobolds is comprised of many kobolds. The Army of Kobolds is vulnerable to any AoE damage and has resistance against any single-targeted attacks or spells such as magic missile.

 

 

Actions

Multiattack. The Army of Kobolds makes two attacks, one with its dagger and another with its volley.

Dagger. The Army of Kobolds swarms creatures with their size. Each creature in the army's space must make a DC 14 Strength saving throw, taking 8 (2d8) slashing damage and 8 (2d8) piercing damage on a failed save, or half as much damage on a successful one

Volley.  Ranged Weapon Attack: range 30/120 ft., The Army of Kobolds fires a volley of slingshot in a 20-foot radius circle. Each creature in that area must make a DC 14 Dexterity saving throw, taking 15 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one.

Infantry Maneuvers.  As an action, the Army of Kobolds can use one of the following maneuvers.

1) Trampling Charge. The Army of Kobolds charges at a creature they can see. The kobolds use their movement to run over an enemy, trampling them. Each creature in the area charged by the army must make an acrobatics check (DC 13), taking 1d6 bludgeoning damage for every 15 hit points remaining of the army and be knocked prone on a failed save, or half as much damage on a successful one. On a success, the targeted creature gets an attack of opportunity on the army regardless of if they moved out of reach.

2)  Tackle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the army can't tackle another target.

Monster Tags: humanoid

Habitat: ForestGrasslandHillUrban

JackHellster

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