Winged Kobold

Small humanoid (kobold)
Challenge

STR
−2
DEX
3
CON
−1
INT
−1
WIS
−2
CHA
−1

7
3d6−3
15
Fort
+0
Ref
+1
Will
−1

Speed 5 m., fly 5 m.
Skills Nimbleness +4 (15), Perception −1 (10), Stealth +4 (15)
Senses darkvision 10 m.
Languages Common, Draconic

Maneuvers. The winged kobold uses maneuvers (maneuver save Difficulty 13). 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, fan of knives, feint, spring attack

Pack Tactics. The winged kobold has advantage on attacks made against a creature if at least one of the winged kobold’s allies is within 1 meter of the creature and the ally isn’t incapacitated.

Sunlight Sensitivity. While in sunlight, the winged kobold has disadvantage on attacks, as well as on Perception checks that rely on sight.

Actions (1)

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 5 (1d4 + 3) piercing damage.

Dropped Rock. Ranged Weapon Attack: +4 to hit., one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.

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

Arctic, Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Urbanmm

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 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 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.