Page 174 - Monster Manual Expanded III Dragonix
P. 174

Kobold War Leader of Kurtulmak                        Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
                                                                range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6
          Small humanoid (kobold), lawful evil
                                                                (1d8 + 2) piercing damage if used with two hands to make a melee
                                                                attack, plus 7 (2d6) poison damage. If the target is a creature, it
          Armor Class 16 (scale mail)
                                                                must also succeed on a DC 13 Constitution saving throw or become
          Hit Points 71 (13d6 + 26)                             poisoned for 1 minute.  Until this poison ends, the creature is
          Speed 30 ft.                                          paralyzed. The creature can repeat the saving throw at the end of
                                                                each of its turns, ending the effect on itself on a success.
              STR           DEX           CON           INT           WIS           CHA
                  14 (+2)      14 (+2)      14 (+2)        8 (-1)       12 (+1)       12 (+1)  Bonus Actions
                                                                Kurtulmak's Divine Fury (Recharges after a Long Rest). The kobold
          Saving Throws Str +4, Con +4                          magically infuses its attacks with divine energy.  For 1 minute, the
          Skills Athletics +4, Intimidation +3, Stealth +4      first creature the kobold hits on each of its turns with a weapon
          Senses darkvision 60 ft., passive Perception 11       attack takes 9 (1d6 + 6) necrotic damage.
          Languages Common, Draconic                            Zealous Presence (Recharges after a Short or Long Rest). The
          Challenge 4 (1,100 XP)       Proficiency Bonus +2     kobold unleashes a battle cry infused with divine energy. Up to ten
                                                                other creatures of its choice within 60 feet of it that can hear it gain
          Lead the Charge.  If the kobold moves at least 15 feet straight
                                                                advantage on attack rolls and saving throws until the start of its next
          toward a creature and then hits it with a melee attack on the same   turn.
          turn during the first round of combat, the kobold can target up to
          four allied kobolds within 60 feet of it that can hear it.  Each target   Legendary Actions
          can use their reaction to move up to their speed.     The kobold can take 3 legendary actions, choosing from the options
          Legendary Resistance (1/Day). If the kobold fails a saving throw, it   below. Only one legendary action option can be used at a time and
          can choose to succeed instead.                        only at the end of another creature's turn. The kobold regains spent
                                                                legendary actions at the start of its turn.
          Sunlight Sensitivity. While in sunlight, the kobold has disadvantage
                                                                Charge. The kobold moves up to its speed.
          on attack rolls, as well as on Wisdom (Perception) checks that rely
                                                                Command Kobold. The kobold targets one allied kobold it can see
          on sight.
                                                                  within 30 feet of it. If the target can see or hear the kobold, the
          Pack Tactics. The kobold has advantage on an attack roll against
                                                                  target can use its reaction to make one melee attack or move up to
          a creature if at least one of the kobold's allies is within 5 feet of the     its speed.
          creature and the ally isn't incapacitated.            Kurtulmak's Glare. The kobold targets a creature it can see within
          Actions                                                 30 feet of it. If the target can see and hear it, the target must
                                                                  succeed on a DC 11 Wisdom saving throw or be frightened of the
          Multiattack. The kobold makes two Spear attacks.
                                                                  kobold until the end of kobold’s next turn.
          Urd Batlord of Kuraulyek                             takes 3 (1d6) necrotic damage and the kobold regains hit points
                                                               equal to half the amount of necrotic damage dealt.
          Small humanoid (kobold), lawful evil
                                                               Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
                                                               range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
          Armor Class 14 (studded leather)
          Hit Points 40 (9d6 + 9)                              Innate Spellcasting. The kobold's innate spellcasting ability is
          Speed 30 ft., fly 30 ft.                             Wisdom. The kobold can innately cast the following spells, without
                                                               providing material components:
              STR           DEX           CON           INT           WIS           CHA   1/day each: beast bond, beast sense
                    9 (-1)        15 (+2)      12 (+1)        8 (-1)       14 (+2)        8 (-2)
                                                               Bonus Actions
          Saving Throws Str +1, Dex +4                         Command Bat. As a bonus action, the kobold targets one allied beast
          Skills Animal Handling +4, Perception +4, Survival +4  (bat types only) it can see within 30 feet of it. If the target can see or
          Senses darkvision 60 ft., passive Perception 14      hear the kobold, the target can use its reaction to move up to half
          Languages Common, Draconic                           their speed and make one melee attack.
          Challenge 3 (700 XP)        Proficiency Bonus +2     Summon Bat (Recharges after a Short or Long Rest). As a bonus
                                                               action, the kobold summons 3d6 bats, 1 giant bat, or 1 swarm of
          Kuraulyek's Tongue. The kobold can communicate with ordinary   bats.  The bats appear in unoccupied spaces within 30 feet of the
          bats and giant bats.                                 kobold and acts as its allies.  The bats act right after the kobold on
          Sunlight Sensitivity. While in sunlight, the kobold has disadvantage   the same initiative count and fight until they're destroyed.  They
                                                               remain for 1 hour, until they or the kobold dies, or until the kobold
          on attack rolls, as well as on Wisdom (Perception) checks that rely on
                                                               dismisses them as an action.
          sight.
                                                               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
          Actions                                              only at the end of another creature's turn. The kobold regains spent
                                                               legendary actions at the start of its turn.
          Multiattack. The kobold makes two melee attacks or two ranged
                                                               Charge. The kobold moves up to its speed.
          attacks.
                                                               Javelin. The kobold makes a Javelin attack.
          Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.  Dagger (Costs 2 Actions). The kobold makes a Dagger attack.
          Hit: 4 (1d4 + 2) piercing damage and if the target is a creature, it
                                                                                                                  173
                                                                                                  Bestiary
   169   170   171   172   173   174   175   176   177   178   179