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Dragon Kobold Mutant                                  Weapons, Armor & Items
           Small humanoid (kobold), neutral evil                 2 daggers, 2   asks of alchemist   re, 2   rebreath potions (p. 169),
           Armor Class 14 (leather armor)                        2 icebreath potions (p. 169), leather armor, and roll a d12:
           Hit Points 24 (7d6)                                    d12   Item(s)
           Speed 30   .,   y 30   .
             STR     DEX     CON      INT     WIS      CHA        1-6   1d4 days’ rations consisting of dried insects
           10 (+0)  16 (+3)  11 (+0)  9 (−1)  8 (−1)  9 (−1)      7-9   A trinket (p. 112)
           Senses darkvision 120   ., passive Perception 9        10-11 A tattered leather coin purse containing 21 (6d6) cp,
           Languages Common, Draconic                                   and 7 (2d6) sp
           Challenge 2 (450 XP)                                    12   A potion of resistance
           Sunlight Sensitivity. While in sunlight, the dragon kobold
           mutant has disadvantage on attack rolls and Wisdom      e bene  ciaries, or victims, of crude experimentation, mutant
           (Perception) checks that rely on sight if it, the target of its attack,   kobolds use alchemical mixtures to emulate a dragon’s abilities and
           or what it is trying to perceive is in direct sunlight.  are viewed with awe by others of the colony.
           Actions

           Claws. Melee Weapon Attack: +5 to hit. Reach 5   ., one target.
           Hit: 6 (1d6 + 3) slashing damage.
           Hit: 6 (1d6 + 3) slashing damage.
           Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5   . or
                 Melee or Ranged Weapon Attack: +5 to hit, reach 5   . or
           range 20/60   ., one target. Hit: 5 (1d4 +3) piercing damage.
           range 20/60   ., one target. Hit: 5 (1d4 +3) piercing damage.
                              Ranged Weapon Attack: +5 to hit,
           Flask of Alchemist Fire. Ranged Weapon Attack: +5 to hit,
           range 20   ., one target. Hit: 2 (1d4)   re damage.
           range 20   ., one target. Hit: 2 (1d4)   re damage.    e  e
           target takes this damage again at the start of each of
           target takes this damage again at the start of each of
           its turns. As an action, the creature can make a DC
           its turns. As an action, the creature can make a DC
           10 Dexterity check, extinguishing the   ames on
           10 Dexterity check, extinguishing the   ames on
           a success.
           Firebreath Potion. A  er drinking this
                          A  er drinking this
           potion, as a bonus action the mutant
           potion, as a bonus action the mutant
           kobold can exhale   re at a target within
           kobold can exhale   re at a target within
           30 feet.    e target must make a DC
           30 feet.    e target must make a DC
           13 Dexterity saving throw, taking 14
           13 Dexterity saving throw, taking 14
           (4d6)   re damage on a failed save, or
           (4d6)   re damage on a failed save, or
           half as much on a successful one.
           half as much on a successful one.    e  e
           e  ect ends a  er the mutant kobold
           e  ect ends a  er the mutant kobold
           exhales the   re three times or a  er 1
           exhales the   re three times or a  er 1
           hour has passed.
                         A  er drinking
           Icebreath Potion. A  er drinking
           this potion, as a bonus action the
           this potion, as a bonus action the
           mutant kobold can exhale ice at a
           mutant kobold can exhale ice at a
           target within 30 feet.    e target must
           target within 30 feet.    e target must
           make a DC 13 Dexterity saving throw,
           make a DC 13 Dexterity saving throw,
           taking 14 (4d6) cold damage on a failed
           taking 14 (4d6) cold damage on a failed
           save, or half as much on a successful one.
           save, or half as much on a successful one.
              e e  ect ends a  er the mutant kobold
              e e  ect ends a  er the mutant kobold
           exhales the ice three times or a  er 1 hour
           exhales the ice three times or a  er 1 hour
           has passed.




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                                                                                                     Chapter 5: Kobolds
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