King Kobold
Small Humanoid, lawful neutral. CR 6, AC 15, 112 HP. Traits: Cunning Action, Evasion, Pack Tactics, Sneak Attack, Sunlight Sensitivity, Spellcasting.
- Armor class
- 15
- Hit points
- 112
- Challenge
- 6
- Creature type
- Humanoid
- Size
- Small
- Alignment
- lawful neutral
Stat block
- Cha
- 15
- Con
- 12
- Dex
- 20
- Int
- 14
- Str
- 8
- Wis
- 14
- Speed
- Walk: 30
- Senses
- darkvision 60 ft., passive Perception 12
- Skills
- Insight: 8; Deception: 5; Persuasion: 8; Intimidation: 8
- Actions
- Multiattack. The king kobold makes two shortsword attacks.
- Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
- Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
- Languages
- Common, Draconic
- Reactions
- Uncanny Dodge. The king kobold halves the damage from one attack that hits it. To do so, it must see the attacker.
- Saving throws
- Dexterity: 8; Intelligence: 5
- Special abilities
- Cunning Action. On each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action.
- Evasion. If the king kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Pack Tactics. The king has advantage on attack rolls against a creature if at least one of the king's allies is within 5 feet of the creature and the ally isn't incapacitated.
- Sneak Attack (1/Turn). The king kobold deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the king that isn't incapacitated and the king doesn't have disadvantage on the attack roll.
- Sunlight Sensitivity. While in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
- Spellcasting. The king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray 1st level (4 slots): alarm, grease, mage armor 2nd level (3 slots): alter self, hold person, invisibility
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).