Small Humanoid (Kobold)
Armor Class 18 Natural
Hit Points 144 (18d8 + 72)
Speed
STR
12 (+1)
DEX
27 (+8)
CON
19 (+4)
INT
10 (+0)
WIS
18 (+4)
CHA
9 (-1)
Senses Passive Perception 26
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
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 ft. of the creature and the ally isn't incapacitated.
Sneak Attack. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Scope Glare. When hidden, your Hiding DC is lowered by 5 if your target is looking in your direction
Cunning Action. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Uncanny Dodge. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Blindsense. Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 5 feet of you.
Slippery Mind. By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive. Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Actions

Foxhole. You can use an action to dig 60ft in terrain no harder than frozen dirt.
Reload .6-link(3 uses). You can use an action to load another cartridge into the Maiovai.

Lacerating Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 21 (3d12 + 4) Slashing Damage. Target makes a Con save (DC: 16) and takes 3d6 bleed damage for three turns on a failure.

Maiovai .6-link(10 shots). Ranged Weapon Attack: +8 to hit, range 300/1100 ft., 2 targets. Hit: 32 (6d6 + 14) Piercing damage.

Bonus Actions

Root-Dweller. You can use a bonus action to add an additional 15ft to your burrow speed.
Dash. Double movement speed
Disengage. Flee safely without provoking opportunity attack.
Hide. make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.

Reactions

Chromatophore. When hiding, make a perception check to increase your hide DC by 15

CatalinicConverter

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