Small Humanoid (Kobold), Lawful Good
Armor Class 13 Natural Armor
Hit Points 11 (1d8 + 3)
Speed 25 ft.
STR
8 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +4, Stealth +6
Senses Darkvision 60ft, Passive Perception 14
Languages Common, Draconic Common, Draconic
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

 

  • Sunlight Sensitivity: Zark has disadvantage on attack rolls and perception checks that rely on sight when he, the target, or whatever he is trying to perceive is in direct sunlight.

  • Sneak Attack: Once per turn, Zark can deal an extra 7 (2d6) damage to one creature he can see within 5 feet of him, provided the target is a creature he can see, and that he doesn't have disadvantage on the attack roll. The attack must use a finesse or a ranged weapon.

 

Actions

 

  • Shortbow: Ranged Weapon Attack: +4 to hit, range 80 ft./120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

  • Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

 

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Zark is a small, nimble kobold with bright yellow scales that shimmer in the light. He stands out among his kin for his unusual coloration and his quick thinking. Despite his size, Zark is known for his cleverness and agility, often using his stealth skills to get the upper hand on much larger opponents. He’s equipped with a shortbow and a dagger, making him a versatile combatant both up close and from a distance. Zark has a keen sense of perception and an innate ability to remain unseen, which he uses to protect his fellow kobolds and uphold the values he holds dear.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Khaos87NC63923

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