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.
Pack Leader: All goblins in 60ft of Akilnote gain taunt.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (2d10 + 1) piercing damage, or 19 (2d12 + 1) piercing damage if used with two hands to make a melee attack.
Short bow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the kobold can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the kobold. A creature can benefit from only one Leadership die at a time. This effect ends if the kobold is incapacitated.
Redirect Attack. When a creature the kobold can see targets it with an attack, he chooses another ally within 5 feet of it. The two swap places, and the chosen ally becomes the target instead.
Dug. When hostile creature advances Akilnote can burrow for up to 20 ft away.
Description
Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.
Akilnote found goblins living in his cave and using his skill with charisma charmed them into being his servants. They now act as his shields and willingly give their lives for him. They also insure that all other koblods follow his commands
Lair and Lair Actions
Lair is swarming with goblins and kobolds.
Pits and traps are lain with little rhyme or reason.
Every third initiative player must roll savings throw for random traps.
Well hidden traps. -2 to rolls for find/detect trap
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