Page 172 - Monster Manual Expanded III Dragonix
P. 172

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
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