Page 172 - Monster Manual Expanded III Dragonix
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Kobold Conqueror of Dakarnok Spellcasting. The kobold is a 7th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It
Small humanoid (kobold), lawful evil
has the following paladin spells prepared:
1st level (4 slots): armor of Agathys, command, detect magic, divine
Armor Class 16 (scale mail)
favor, heroism
Hit Points 45 (10d6 + 10)
2nd level (3 slots): aid, find steed, hold person, spiritual weapon
Speed 30 ft.
(spiked club)
STR DEX CON INT WIS CHA Order of Dakarnok (1/Day). Each ally within 30 feet of the kobold
14 (+2) 14 (+2) 12 (+1) 8 (-1) 8 (-1) 14 (+2) gain advantage to their first attack roll until the start of the kobold's
next turn. Each enemy within 30 feet of the kobold must succeed
on a DC 12 Wisdom saving throw or be frightened for 1 minute. A
Saving Throws Str +4, Con +3
frightened creature can repeat the saving throw at the end of each of
Skills Athletics +4, Intimidation +4
its turns, ending the effect on itself on a success.
Senses darkvision 60 ft., passive Perception 9
Languages Common, Draconic Bonus Actions
Challenge 3 (700 XP) Proficiency Bonus +2
Smite. When the kobold hits a creature with a weapon attack, it
can expend a 1st level spell slot to deal 9 (2d8) psychic damage to
Aura of Conquest. If the kobold isn't incapacitated, a creature
the target. If the kobold expends a spell slot of 2nd level or higher,
frightened of the kobold that starts its turn within 30 feet of the
the extra psychic damage increases by 1d8 for each level above 1st
kobold takes 3 (1d6) psychic damage and has its speed is reduced to
(maximum 5d8).
0.
Legendary Actions
Pack Tactics. The kobold has advantage on an attack roll against
a creature if at least one of the kobold's allies is within 5 feet of the The kobold can take 3 legendary actions, choosing from the options
creature and the ally isn't incapacitated. below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The kobold regains spent
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
legendary actions at the start of its turn.
on attack rolls, as well as on Wisdom (Perception) checks that rely
Charge. The kobold moves up to its speed.
on sight.
Command Kobold. The kobold targets one allied kobold it can see
Actions within 30 feet of it. If the target can see or hear the kobold, the
target can use its reaction to make one melee attack or move up to
Multiattack. The kobold makes two Spiked Club attacks.
its speed.
Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Cast a Spell (Costs 1-2 Actions). The kobold uses a spell slot to
Hit: 6 (1d8 + 2) bludgeoning plus 2 (1d4) piercing damage. If the cast a 1st- or 2nd-level spell that it has prepared. Doing so costs 1
target is a creature, it must succeed on a DC 12 Wisdom saving legendary action per level of the spell.
throw or be frightened until the end of the kobold's next turn. Spiked Club (Costs 2 Actions). The kobold makes a Spiked Club
attack.
Kobold Dragonsinger Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage.
Small humanoid (kobold), lawful evil
Spellcasting. The kobold is a 6th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 12). It has the following bard
Armor Class 15 (studded leather)
spells prepared:
Hit Points 36 (8d6 + 8)
Cantrips (at will): minor illusion, thunderclap, vicious mockery (2d4)
Speed 30 ft.
1st level (4 slots): dissonant whispers, earth tremor, thunderwave
2nd level (3 slots): enthrall, phantasmal force, shatter
STR DEX CON INT WIS CHA
3rd level (3 slots): major image, motivational speech, stinking cloud
7 (-2) 16 (+3) 12 (+1) 8 (-1) 7 (-2) 15 (+2)
Bonus Actions
Saving Throws Dex +5, Cha +4
Dragonsong. As a bonus action, the kobold can perform a song that
Skills Deception +6, Performance +4, Persuasion +6, Stealth +5 lasts until the start of the kobold's next turn. The kobold can select
Senses darkvision 60 ft., passive Perception 8 from one of three effects:
Languages Common, Draconic
1. Song of Dragon's Might. Provided the kobold isn't incapacitated,
Challenge 2 (450 XP) Proficiency Bonus +2
any ally that starts its turn within 30 feet of the kobold and can hear
the kobold gains advantage on melee attack rolls and Strength ability
Dragon's Friend. The kobold has advantage on Charisma checks until the start of its next turn.
(Persuasion) checks made to interact with dragons. 2. Song of Dragon's Fortitude. Provided the kobold isn't
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage incapacitated, any ally that starts its turn within 30 feet of the kobold
on attack rolls, as well as on Wisdom (Perception) checks that rely and can hear the kobold gains advantage on saving throws until the
on sight. start of its next turn.
3. Song of Dragon's Presence. Provided the kobold isn't
Pack Tactics. The kobold has advantage on an attack roll against incapacitated, an enemy that starts its turn within 30 feet of the
a creature if at least one of the kobold's allies is within 5 feet of the
kobold and can hear the kobold must succeed on a DC 12 Wisdom
creature and the ally isn't incapacitated.
saving throw or become frightened until the end the start of its
Actions next turn. If a creature's saving throw is successful, the creature is
immune to the kobold's Song of Dragon's Presence for the next 24
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. hours.
Hit: 5 (1d4 + 3) piercing damage.
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Bestiary

