AC
14
Initiative
+2 (12)
HP
7
(3d6 - 3)
Speed
30 ft.
Mod | Save | ||
---|---|---|---|
STR | 7 | -2 | -2 |
DEX | 15 | +2 | +2 |
CON | 9 | -1 | -1 |
Mod | Save | ||
---|---|---|---|
INT | 8 | -1 | -1 |
WIS | 7 | -2 | -2 |
CHA | 8 | -1 | -1 |
Gear
Daggers (3)
Senses
Darkvision 60 ft., Passive Perception 8
Languages
Common, Draconic
CR
1/8 (XP 25; PB +2)
Traits
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 doesn’t have the Incapacitated condition.
Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.
Actions
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
Congratulations to all kobolds officially being classified as dragons instead of being the distantly related "Humanoid (Kobold)" of many many years.
Also gained two HP and two AC. Kobolds have been working out.
"Warrior", by which we mean random kobold with a dagger stabbing you or throwing things at you while running away as fast as possible.
Just to ask, as a DM, would it be a good idea to put 4/5 Kobolds on a bridge, around dusk?
Why would it be bad? Sounds like a fun encounter
Kobolds are my favorite monsters cause like... they're just little guys!
Great low-level guys, their low damage is actually really nice! Lets me throw a bunch of them at a lvl1 party without fear of anyone suddenly getting 1-shot by a crit, unlike goblins. Plus some more daggers are always useful for the players!
Kobolds have had low intelligence scores since the very beginning of D&D, and yet are now consistently played as genius tinkerers, strategists, and alchemists.