Kobold, Empyrean
Small Celestial, neutral. CR 10, AC 18, 150 HP. Traits: Aura of Draconic Virtue, Elemental Weapons, Immortal Nature, Magic Resistance.
- Armor class
- 18
- Hit points
- 150
- Challenge
- 10
- Creature type
- Celestial
- Size
- Small
- Alignment
- neutral
Stat block
- Cha
- 18
- Con
- 18
- Dex
- 18
- Int
- 17
- Str
- 19
- Wis
- 20
- Speed
- Fly: 90; Walk: 30
- Senses
- darkvision 120', passive Perception 19
- Skills
- Perception: 5
- Actions
- Multiattack. Three Claws. Can replace one Claw with Divine Command.
- Claw. Melee Weapon Attack: +8 to hit, 5 ft., one target, 7 (1d6+4) slashing damage + 13 (3d8) acid cold fire lightning or poison (the kobold's choice).
- Invoke the Dragon Gods (Recharge 5-6). Exhales elemental energy in 60' cone. Each creature in area: 49 (14d6) acid cold fire lightning or poison (the kobold's choice; DC 16 Dex half).
- Divine Command. Chooses a creature it can see within its Aura of Draconic Virtue and directs a kobold within aura to attack target. Kobold can make one weapon attack vs. target as a reaction.
- Invisibility. Magically turns invisible until it attacks/concentration ends (as if on a spell). Items worn/carried are invisible with it.
- Languages
- all, telepathy 120'
- Reactions
- Draconic Ascension. When a kobold it can see is reduced to 0 hp empyrean can reincarnate the kobold as a wyrmling dragon of a type befitting that kobold and its virtues. Empyrean can provide ascension to up to two kobolds each hr with this reaction.
- Saving throws
- Wisdom: 9; Charisma: 8; Constitution: 8
- Damage immunities
- radiant
- Special abilities
- Aura of Draconic Virtue. Kobolds within 30' of an empyrean kobold have advantage on attack rolls and ability checks. At the start of each of its turns empyrean kobold can choose to exclude any number of kobolds from this aura (no action required).
- Elemental Weapons. Its weapon attacks are magical. When it hits with any weapon weapon deal extra 3d8 acid cold fire lightning or poison (included below) kobold's choice.
- Immortal Nature. Doesn't require food drink or sleep
- Magic Resistance. Advantage: spell/magic effect saves.
- Damage resistances
- acid, cold, fire, lightning, poison; nonmagic B/P/S attacks
- Condition immunities
- charmed, exhaustion, frightened, poisoned
Source and licence
From Tome of Beasts 3 (open content).
Licence: Open Game Content (OGL 1.0a).