Page 42 - Dragonix - DM Options, Monster Talents II
P. 42
Kobold Scale Sorcerer
In addition, if the kobold moves at least 10 feet
straight toward a target and then hits it with its The kobold scale sorcerer (CR 1) can have 1 talent.
shield slam attack on the same turn, the target
takes an extra 2 (1d4) bludgeoning damage. lf the
target is a Medium or smaller creature, it must Tiamat's Breath (1/Day)
succeed on a DC 11 Strength saving throw or be Type: Trait.
knocked prone.
Tiamat's Breath (1/Day). The kobold chooses
from acid, cold, fire, lightning, or poison and
expends a spell slot. The kobold exhales energy of
the chosen type in a 30-foot cone. Each creature
in that area must make a DC 12 Dexterity saving
Kobold Inventor throw, taking 3d6 damage of the chosen energy
type per spell slot level on a failed save, or half as
The kobold inventor (CR 1/4) can have 1 talent. much damage on a successful one.
Volatile Inventions
Type: Trait.
Volatile Inventions. When the kobold takes
damage that is not poison or psychic damage, roll
1d20. On a roll of 1 to 5, the kobold's invention Korred
backpack explodes. All remaining weapon
The korred (CR 7) can have a maximum of 3 talents.
inventions are instantly thrown at a random square
within 5 feet of the kobold.
Fool's Dance
Type: Action.
Fool's Dance. The korred chooses a creature
it can see within 30 feet of it. The target must
make a DC 13 Wisdom saving throw. On a failed
save, it takes 13 (3d8) psychic damage and must
immediately use its reaction to perform a comical
dance (shuffling, tapping its feet, and capering) and
move as far as half its speed allows away from the
korred. This movement will provoke opportunity
attacks. On a successful save, the target takes half
as much damage and doesn’t dance and move away.
Creatures that can't be charmed are immune to this
feature.
Forceful Rock
Type: Trait.
A creature hit by a korred's rock attack while the
korred is on the ground must succeed on a DC 17
Strength or be knocked prone.
Chapter 1. Volo's Guide to Monsters 41

