Sunlight Sensitivity. While in sunlight, the kobider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobider has advantage on an attack roll against a creature if at least one of the kobider's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb. The kobider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the kobider knows the exact location of any other creature in contact with the same web.
Web Walker. The kobider ignores movement restrictions caused by webbing.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage.
Poison (Bonus Action, Recharges after a short or long rest): If the Kobider hits with a sting on its turn, it may inject poison as a bonus action; the target must make a DC 10 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half on success.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Web (Recharges after a short or long rest). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 10 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Description
Kobiders are a horrific mix of spider and kobold. Why anyone would have done this is a mystery.
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