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monster

Kobold Inventor

Kobold Inventor
Kobold Inventor
CR 1/4
Small Humanoid (kobold), Lawful Evil
Reveal Stat Block
Armor Class
12
Hit Points
13 (3d6 + 3)
Speed
30 ft.
str
7
-2
dex
15
+2
con
12
+1
int
8
-1
wis
7
-2
cha
8
-1

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.

Actions

Dagger.mw,rw 4 to hit, reach 5 ft. or range 20/60 ft., one target. ({@damage 1d4 + 2) piercing damage.
Sling.rw 4 to hit, range 30/120 ft., one target. ({@damage 1d4 + 2) bludgeoning damage.
Weapon Invention.The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day: The kobold hurls a flask of Acid (vial)|phb|acid. rw 4 to hit, range 5/20 ft., one target. ({@damage 2d6) acid damage. The kobold throws a flask of Alchemist's Fire (flask)|phb|alchemist's fire. rw 4 to hit, range 5/20 ft., one target. ({@damage 1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a 10 Dexterity check to extinguish the flames. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of centipedes||swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 chance that the swarm disperses. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. rw 4 to hit, range 5/20 ft., one target. target is covered in a patch of {@hazard green slime (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs|vgm (see appendix A) emerges from the shattered pot and remains a hazard in that square. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. mw 4 to hit, reach 5 ft., one target. piercing damage, and the target must make a {@dc 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a 9 Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of wasps||swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 chance that the swarm disperses.

Kobold Inventor

A kobold inventor, crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but-like kobolds' traps-they work a lot better than their materials would suggest.

Good While They Last

An inventor's new weapons last for only one or two attacks before they break, but might be surprisingly effective in the meantime. Most inventors are skilled enough that their improvised weapons don't backfire on them, but other users might not be so lucky. The weapons don't have to be lethal-in many cases one serves its purpose if it distracts, scares, or confuses a creature long enough for other kobolds to kill the enemy. In any particular encounter, an inventor usually has one or two improvised weapons at its disposal.

Never make the mistake of thinking kobolds are stupid or backward just because they're small. Size has nothing to do with it.