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.
- 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.
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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
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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.