Page 174 - Monster Manual Expanded III Dragonix
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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
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Bestiary

