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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.





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