Pack Tactics. The sea kobold has advantage on an attack roll against a creature if at least one of the sea kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Limited Amphibiousness. The creature can breathe air and water, but it must be submerged at least once every 8 hours to avoid suffocating outside water.
Nibbler. If a Prehistoric Sea Kobold reduces a creature to 0 hit points with a bite attack, it will rip a random limb off (Roll a d4 even is arms, odd is legs, the lower half left side, high half right side of the creature's body). The Kobold then regains 2d6 hit points.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 6 (2d4+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the kobold can't bite another target.
Bone Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage, if it's the first time the sea kobold has hit with this knife, then make a Constitution saving throw (DC 16) or take 18 (6d4) poison damage on a failed save, or half as much on a successful one. When the sea kobold goes into stealth, then they reapply the poison.
Curious Collection. The sea kobold uses one of the following options (roll a d8 or choose one); the sea kobold can use each one no more than once per day:
| 1. | Siren skull. The sea kobold uses a siren's skull to sing a magical melody. Every humanoid and giant within 300 feet of the sea kobold that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The sea kobold must take bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the sea kobold is incapacitated. While charmed by the sea kobold, a target is incapacitated and ignores the songs of other sea kobold. If the charmed target is more than 5 feet away from the sea kobold, the target must move on its turn towards the sea kobold by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the sea kobold, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this sea kobold's song for the next 24 hours. |
| 2. | Net of jellyfish. The sea kobold throws a net filled with jellyfish. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 9 (3d6) poison damage at the start of each of the target's turns, and the target is restrained. A creature can end this damage by using its action to make a DC 13 Dexterity check to escape the net. |
| 3. | Basket of Sea Snakes. The sea kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of sea snakes (centipedes) emerges from the basket and rolls initiative. |
| 4. | Ink Pot. The sea kobold throws a skull pot full of ink at the target, and it breaks open on impact. Ranged Weapon Attack: +6 to hit, range 5/20 ft., one target. Hit: The target is covered in ink and is blinded till they take an action to rub it off |
| 5. | Bone worm Pot. The kobold throws a Skull pot into a 5-foot square space within 20 feet of it, and it breaks open on impact. A swarm of Bone worms (rot grubs) emerges from the shattered pot and remains a hazard in that square. |
| 6. | Pufferfish on a Stick. The sea kobold makes a melee attack with a Pufferfish tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 15 (3d8) poison damage and is poisoned for one minute on a failed save, or half as much damage on a successful one. |
| 7. | Stink Fish in a Bladder. The kobold releases a Stink Fish into an unoccupied space within 5 feet of it. The Stink Fish has a walking speed of 5 feet and swim speed of 30 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 15 Constitution saving throw. On a failed save, the target retches and can't take actions for 1d4 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. |
| 8. | Octopus Snack. The sea kobold eats an octopus and regains 3d8 hit points |
Savor. Melee Weapon Attack: +4 to hit, reach one creature the Kobold is grappling with bite. Hit: 6 (1d6 + 2) piercing damage, and the Kobold regains hit points equal to the amount of piercing damage dealt
Description
Sea Kobolds are slightly amphibious reptilian humanoids that once lived in any coastal region with sufficient density, such as mangrove forests, kelp forests, and coral reefs. These ancient creatures always hunt in packs, each grabbing a chunk of their prey and ripping it off, eating it on the spot. One of their favorite tactics is disappearing into the surroundings to coordinate a dogpile on any given target. The Sea Kobolds' favorite taste is octopi, but anything with an excessive number of limbs to rip off will have the entire pod slobbering.
This specific kind of Sea Kobold has spent little time in combat, instead these curious Sea Kobolds spend their days exploring the nearby ecosystems, searching for cool and useful items/creatures to use when they do hunt. In combat, they are physically weaker but instead work with their intellect and tools to help their pod take down foes. These Sea Kobolds also tend to explore the surface much more than any others of their kind.
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