Small Humanoid (Kobold), Lawful Evil
Armor Class 13 Natural
Hit Points 52 (5d10 + 24)
Speed
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +5, WIS +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Darkvision 60, Passive Perception 8
Languages Common, Draconic
Challenge 1 (200 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.


Ranger Armour. Each Ranger has a set of armour of donning which when the command word is spoken as a bonus action the armour automatically dons. the armour is kobold sized and shaped +3 plate armour. the sets of armour also resist all non-magical attacks.


Ranger colours. Each ranger is a specific colour coming in multiple types changing the weapon used and available abilities.

Blue: wields a halberd in both hands, also can cast once every 3 rounds in a 30ft cone a cold blast which the creature must make a DC 17 Dexterity Saving throw deals 5d6 cold damage on a failed save and half on a successful one.


Rangers Prismatic Spray. If each ranger is within 5 feet of another ranger they can combine their strength and cast prismatic spray as long as they haven't cast their own magic attack and its still charged. the spell taking up the charge requiring 3 turns to recharge.

Actions

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range (100/400), one target. Hit 15 (2d10+4) slashing damage.

GEORGEMBJARVIS

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