Small Humanoid (Kobold), Chaotic Evil
Armor Class 12
Hit Points 5 (2d6 - 2)
Speed 30 ft.
STR
7 (-2)
DEX
16 (+3)
CON
11 (+0)
INT
8 (-1)
WIS
7 (-2)
CHA
8 (-1)
Damage Resistances Poison
Senses Darkvision 60 ft., Passive Perception 8
Languages Common, Draconic
Challenge 1/4 (50 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.

Venom Resistance. The kobold has advantage with saving throws against being poisoned.

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.

Sting. Melee Attack: +4 to hit reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target must make a DC 13 con save or take an additional 4 (1d4 + 2) Poison damage. and be poisoned

Description

Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making. These Arakkia Kobolds have learned coexist and embrace the fellow cave dwelling arachnids. Over many decades these Kobolds have diverged with the original species and now posses each a  poisonous sting at the end of their tail. 

Monster Tags: Kobold

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

KineticShockwave

Comments

Posts Quoted:
Reply
Clear All Quotes