Bestiary · Humanoid

PR 1/2

Kobold Miscreant

Smelters named the ore that looks like silver, wrecks a furnace and poisons whoever works it after the kobolds they blamed for it, and the blame was deserved. Kobolds move the good ore out and the bad ore in, to workings that have crowded them off a level, and they know what the swap does to a smelting crew. They will trade it all back to be left alone.

Kobold Miscreant, drawn at Small scale
Physiology
Humanoid
Size
Small
Speed
30 ft.
Armor class
14
Hit points
40 (9d6 + 9)
Proficiency
+2
  • STR 8 -1 save -1
  • DEX 16 +3 save +3
  • CON 12 +1 save +1
  • INT 12 +1 save +1
  • WIS 9 -1 save -1
  • CHA 10 +0 save +0
Skills
Perception +1 , Stealth +5 , Technology +3
Passive Perception
11
Senses
darkvision 90 ft.
Languages
Draconic, Common
Found in
Subterranean

Equipment

Traits

  • Pack Tactics

    The kobold has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of that creature and not Incapacitated.

  • Ore Knowledge

    The kobold identifies on sight what a seam will do in a furnace, and can swap a marked load for a poisoned one in under a minute.

  • Sunlight Sensitivity

    The kobold has disadvantage on attack rolls and on Perception checks that rely on sight while in direct sunlight.

Actions

  • Pick

    +5 to hit · reach 5 ft.

    1d6 + 3 piercing damage

  • Sling

    +5 to hit · medium range

    1d4 + 3 bludgeoning damage

  • Drop the Prop

    One support within 10 feet gives way. Each creature under it makes a DC 13 Dexterity save, taking 1d10 bludgeoning damage and being Restrained under rubble on a failure.