Kobold Dragonshield

Kobold Dragonshield

Small humanoid (kobold)
Challenge

STR
1
DEX
2
CON
2
INT
−1
WIS
−1
CHA
0

44
8d6+16
17
Fort
+3
Ref
+2
Will
−1
Defense note leather, shield
Damage resistances resistance to the damage type associated with its draconic ancestry

Speed 4 m.
Skills Athletics +2 (13), Brawn +2 (13), Nimbleness +3 (14), Perception +0 (11), Primal (cha) +1 (12), Stealth +3 (14), Brawn or Nimbleness +2 (13)
Senses darkvision 10 m.
Languages Common, Draconic

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

Heart of the Dragon. If the kobold dragonshield 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 dragonshield uses maneuvers (maneuver save Difficulty 12). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: advance, distant shot, distract, impale, knockback, lead the attack, lunge, nimble, rally, scurry, spring attack, trip

Scamper. When the the kobold dragonshield 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 dragonshield uses Primal (cha) to cast spells (spell save Difficulty 10, +1 to hit with spell attacks). It can cast the following spells:

  • 1 cantrip from a theme associated with its draconic ancestry

Actions (2)

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

Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

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, Urbanvgtm

Maneuvers

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

As an action, make a ranged weapon attack at double your weapon’s range and long range.

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.

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, make a melee weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failure, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

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

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

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, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.

On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your 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.

  • You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.

As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.

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.

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 a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can rally an ally to push on. A creature of your choice other than you within 5 meters who can see or hear you gains temporary health equal to your maneuver ability.

Enhance

You can increase the temporary health for each additional stamina die expended.

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.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

Spells