Kobold

Kobold

Small humanoid (kobold)
Challenge

STR
−2
DEX
2
CON
−1
INT
−1
WIS
−2
CHA
−1

5
2d6−2
14
Fort
+0
Ref
+1
Will
−1
Damage resistances resistance to the damage type associated with its draconic ancestry

Speed 5 m.
Skills Nimbleness +3 (14), Perception −1 (10), Primal (cha) +0 (11), Stealth +3 (14)
Senses darkvision 10 m.
Languages Common, Draconic

Draconic Ancestry. The kobold has draconic ancestry. Choose one type of dragon from the Draconic Ancestry table.

Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect. If the effect is ended, it has advantage on its next skill check.

Maneuvers. The kobold uses maneuvers (maneuver save Difficulty 12). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: bloodletting blade, cripple, distract, fan of knives, feint, nimble, scurry, spring attack

Scamper. When the the kobold takes the Dash or Disengage action, it can move an additional 2 meters. It must end this movement in a space that’s not adjacent to any enemy.

Spellcasting. The kobold uses Primal (cha) to cast spells (spell save Difficulty 9, +0 to hit with spell attacks). It can cast the following spells:

  • 1 cantrip from a theme associated with its draconic ancestry

Actions (1)

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.

Sling. Ranged Weapon Attack: +3 to hit, range 5/20 m. Hit: 4 (1d4 + 2) bludgeoning damage.

Draconic AncestryThemeDamage Type
BlackPoison or Shadowpoison
BlueDeceit or Sandfire
BrassAir or Sandfire
BronzeStorm or Waterlightning
CopperAcid or Earthacid
GoldHoly or Lightradiant
GreenPlantspoison
RedFirefire
SilverAir or Icecold
WhiteIcecold
Arctic, Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Urbansrd

Maneuvers

As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a weapon attack to distract the creature, giving your allies an opening.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, you can use the Disengage action and the Dash action.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

Spells