Junk Shaman

Small Humanoid, lawful neutral. CR 2, AC 12, 42 HP. Traits: Animate Objects, Junk Armor, Pack Tactics, Sunlight Sensitivity.

Armor class
12
Hit points
42
Challenge
2
Creature type
Humanoid
Size
Small
Alignment
lawful neutral

Stat block

Cha
9
Con
11
Dex
14
Int
11
Str
6
Wis
17
Speed
Walk: 30
Senses
darkvision 60 ft., passive Perception 13
Skills
Actions
  • Multiattack. The kobold junk shaman makes two junk staff attacks.
  • Junk Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage.
  • Flame Jet. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or flammable object that isn't being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.
Languages
Common, Draconic
Saving throws
Wisdom: 5; Dexterity: 4
Special abilities
  • Animate Objects (1/Day). The kobold casts animate objects without any components. Wisdom is its spellcasting ability.
  • Junk Armor. As a bonus action, the kobold can create magical armor out of scrap metal and bits of junk it touches. The armor provides AC 13 + Dexterity modifier, and a critical hit scored against the kobold becomes a normal hit instead. The armor lasts until the kobold uses a bonus action to end it, the armor is removed from the kobold, or the kobold dies.
  • Pack Tactics. The kobold has advantage on attack rolls 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.
  • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Source and licence

From Creature Codex.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.