Monster
Kobold Tinkerer
Outside your table’s allowed sources
Official reference · DoSI · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 12
- Hit points
- 10 (3d6)
- Speed
- Walk 30 ft., Fly 10 ft.
- Challenge rating
- 1/4
- Alignment
- Any alignment
- Strength
- 7
- Dexterity
- 14
- Constitution
- 10
- Intelligence
- 15
- Wisdom
- 7
- Charisma
- 9
- Passive Perception
- 10
- Skills
- arcana: +4; perception: +0
- Senses
- darkvision 60 ft.
- Languages
- Common, Draconic
Traits
Inquiring Mind (1/Day)
The kobold can cast detect magic, requiring no spell components and using Intelligence as the spellcasting ability.
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 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.
Actions
Dagger
Melee Weapon Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Alchemical Flame (Recharge 6)
The kobold unleashes fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed saving throw, or half as much damage on a successful one.