Small Humanoid (Kobold), Typically Lawful Evil
Armor Class 13 (15 with Shield)
Hit Points 9 (2d6 + 2)
Speed 35 ft., Burrow 10 ft. sand only
STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +5
Skills Stealth +5, Survival +3
Damage Resistances Lightning
Senses Darkvision 60 ft., Passive Perception 10
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.

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 1 lightning damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 90/180 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 1 lightning damage.

Description

Blue scale Kobolds are especially swift and dexterous.  They are nomadic, preferring to live deep in the desert away from humanoid civilization.  They will often set up a warren below remote water sources which periodically brings them into contact with merchants and travelers.  They typically require a toll of semi-precious stones or well made blades and bows for passage through their territory.  Freedom and creativity are their greatest ideals.  As they move they naturally generate a low level electrical current that they can discharge through weapon attacks.

Monster Tags: Kobold

Habitat: CoastalDesertHillMountainUnderdarkUrban

SchusterM

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