Small Humanoid (Kobold), Neutral
Armor Class 15
Hit Points 85 (10d6 + 50)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws CON +10, WIS +12
Skills Nature +4, Survival +6
Damage Resistances Poison
Gear Scroll of Geomancy A spell scroll containing Stone Shape, which can be cast once. If studied for 1 hour by an arcane or druidic caster, small stone cylinder (wand)
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic
Challenge 4 (1,100 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.

Earth Affinity

The kobold’s earth-based spells deal an additional +2 damage. Once per round, one earth-based spell cast by the kobold can impose disadvantage on a target’s saving throw.

 

Scaly Resilience

The kobold has advantage on saving throws against poison, and it has resistance to poison damage.

Actions

Small stone cylinder. 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.

 

  • Spellcasting Ability: Wisdom

  • Spell Save DC: 14

  • Spell Attack Bonus: +6

  • Spell List:

Cantrips:

Mold Earth

    • Level: Cantrip

    • Casting Time: 1 action

    • Range: 30 feet

    • Components: S

    • Duration: Instantaneous or 1 hour (see below)

    • School: Transmutation


    Description:

    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

    • Excavate:
      If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.

    • Shape:
      You can cause shapes, colors, or both to appear on the dirt or stone, spelling out words or creating images or patterns. These markings last for 1 hour.

    • Alter Terrain:
      If the dirt or stone is not being worn or carried, you can cause it to become difficult terrain. Alternatively, you can cause difficult terrain created in this way to become normal terrain. This change lasts for 1 hour.

    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Druidcraft

    • Level: Cantrip

    • Casting Time: 1 action

    • Range: 30 feet

    • Components: V, S

    • Duration: Instantaneous

    • School: Transmutation


    Description:

    Whispering to the spirits of nature, you create one of the following effects within range:

    1. Predict Weather (30 min):
      Create a tiny, harmless sensory effect that shows what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect lasts for 1 round.

    2. Instantaneous Plant Growth:
      Instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

    3. Light/Extinguish Flames:
      Instantly light or snuff out a candle, a torch, or a small campfire.

    4. Natural Sensory Effects:
      Create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube

2/day each:

Entangle

    • Level: 1st

    • Casting Time: 1 action

    • Range: 90 feet

    • Components: V, S

    • Duration: Concentration, up to 1 minute

    • School: Conjuration


    Description:

    Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

    A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends.

    A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

    When the spell ends, the conjured plants wilt away.

  • Earth Tremor (Homebrew)

    • Level: 1st

    • Casting Time: 1 action

    • Range: 10 feet

    • Components: V, S

    • Duration: Instantaneous

    • School: Evocation


    Description:

    You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw (DC 14).

    On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it also becomes difficult terrain until cleared, with each 5-foot square requiring at least 1 minute to clear by hand.

1/day each:

  • Barkskin

    • Level: 2nd

    • Casting Time: 1 action

    • Range: Touch

    • Components: V, S

    • Duration: Concentration, up to 1 hour

    • School: Transmutation


    Description:

    You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

    The spell ends if the target dons armor that gives it an AC higher than 16, or if you lose concentration.

  • Spike Growth

    • Level: 2nd

    • Casting Time: 1 action

    • Range: 150 feet

    • Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)

    • Duration: Concentration, up to 10 minutes

    • School: Transmutation


    Description:

    The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration.

    When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

    The transformation of the ground is camouflaged to look natural. A creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC (DC 14 for Grot) to recognize the terrain as hazardous before entering it

     

     

    Erupting Earth (Homebrew)

    • Level: 3rd

    • Casting Time: 1 action

    • Range: 120 feet

    • Components: V, S, M (a piece of obsidian)

    • Duration: Instantaneous

    • School: Transmutation


    Description:

    Choose a point you can see on the ground within range. A fountain of rock and earth erupts in a 20-foot cube centered on that point.

    Each creature in that area must make a Dexterity saving throw (DC 14). On a failed save, a creature takes 3d12 bludgeoning damage; on a successful save, it takes half as much.

    Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot square portion of the area requires at least 1 minute to clear by hand.

Earthen Surge (Recharge 5–6)

Description:
The kobold causes the earth to explode in a 15-foot cone of jagged stone. Each creature in the area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 3d8 piercing damage and is knocked prone. On a success, it takes half as much damage and isn’t knocked prone.

  • Recharge: 5–6

  • Damage Type: Piercing

  • Damage Dice: 3d8

  • Effect: Prone on failed save

 

Description

Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making. big shaman grot is trained in the art of geomancy.

Lair and Lair Actions

Scale kin:  gets a +2 on initiative when inside the scale kin halls or inside scale kin city.

Monster Tags: Kobold

Habitat: ArcticCoastalDesertForestHillMountainSwampUnderdarkUrban

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