Page 173 - Monster Manual Expanded III Dragonix
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Kobold Trapmaster of Gaknulak 1. Bear Trap. This trap can only be placed on a ground surface and
only the creature that triggered it as affected. The target must make
Small humanoid (kobold), lawful evil
a DC 13 Strength saving throw. On a failed save, a creature takes
10 (4d4) piercing damage and is restrained. The creature can make
Armor Class 15 (studded leather) a DC 13 Strength (Athletics) check to escape the trap. If the check
Hit Points 45 (10d6 + 10) fails, the target takes 2 (1d4) piercing damage. Until the creature
Speed 30 ft. regains all of its hit points, its walking speed is reduced by half.
2. Flare Blast. Each target must make a DC 13 Wisdom saving
STR DEX CON INT WIS CHA throw or be blinded for 1 minute.
7 (-2) 16 (+3) 12 (+1) 16 (+3) 8 (-1) 8 (-1) 3. Explosive Blast. Each target must make a DC 13 Dexterity saving
throw, taking 10 (3d6) fire damage and 7 (2d6) piercing damage on a
Saving Throws Dex +5, Int +5, Wis +1 failed save, or half as much damage on a successful save.
Skills Deception +1, Perception +1, Sleight of Hand +7, Stealth +7 4. Poison Gas. Each target must make a DC 13 Constitution saving
Senses darkvision 60 ft., passive Perception 11 throw or become poisoned for 1 minute.
Languages Common, Draconic 5. Stink Cloud. The trap creates a 15-foot radius sphere of green,
Challenge 3 (700 XP) Proficiency Bonus +2 nauseating gas centered on the trap which lasts for 1 minute. The
sphere spreads around corners, and its area is heavily obscured.
Each target within the cloud must make a DC 13 Constitution saving
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
throw against poison. On a failed save, the creature spends its action
on attack rolls, as well as on Wisdom (Perception) checks that rely that turn retching and reeling. Creatures that don't need to breathe
on sight.
or are immune to poison automatically succeed on this saving throw.
Pack Tactics. The kobold has advantage on an attack roll against A moderate wind (at least 10 miles per hour) disperses the cloud
a creature if at least one of the kobold's allies is within 5 feet of the after 4 rounds. A strong wind (at least 20 miles per hour) disperses it
creature and the ally isn't incapacitated. after I round.
Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage Bonus Actions
when it hits a target with a weapon attack and has advantage on the
Cunning Action. The kobold can takes the Dash, Disengage, or Hide
attack roll, or when the target is within 5 feet of an ally of the kobold
action.
that isn't incapacitated and the kobold doesn't have disadvantage on
Legendary Actions
the attack roll.
Actions The kobold can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
only at the end of another creature's turn. The kobold regains spent
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3
legendary actions at the start of its turn.
(1d6) poison damage.
Move. The kobold moves up to half its speed without provoking
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one
opportunity attacks.
target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.
Cast Magical Trap. The kobold casts grease, snare, or web.
Hurl Grenade (3/Day). The kobold hurls a grenade at a point within Attack (Costs 2 Actions). The kobold makes a melee or ranged
30 feet of it. Each creature in a 10-foot-radius sphere centered on attack.
that point must make a DC 13 Dexterity saving throw, taking 10 Set Trap (Costs 2 Actions). The kobold uses Set Trap, if available.
(3d6) fire damage on a failed save, or half as much damage on a
successful one.
Spellcasting. The kobold is a 7th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 13, +5 to hit with spell attacks).
It has the following artificer spells prepared:
Cantrip (at will): fire bolt, mending
1st level (4 slots): grease, healing word, snare
2nd level (3 slots): arcane lock, flaming sphere, web
Set Trap (5/Day). The kobold can discretely place a mechanical trap
of its choice (see below) on a surface (such as a section of floor, a
wall, a staircase, or a table) or within an object that can be closed to
conceal the trap (such as a chest, door, or window) within 5 feet of it.
If it is a surface, the trap can cover an area of the surface no larger
than 10 feet in diameter.
The trap is hidden, requiring a DC 13 Intelligence (Investigation) to
find it or a DC 13 Wisdom (Perception) check to spot it.
For traps placed on a surface, the trap is triggered when a surface
within the area is touched or stepped on, removing another object
covering it, or manipulating an object that holds it. For traps within
an object, the trap is triggered when the object is opened
or manipulated.
When the kobold lays a trap, it chooses from one of the
following options below for its effect. Once triggered, each
creature within 10 feet of the trap is targeted by its effect, unless
specified otherwise.
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