Kobold, Elite

Swift and lightly armored, the elite are archers, miners, and trap-makers—educated and quicker than most of their fellow tribesmen.

Educated Mine Bosses. Elite kobolds are generally the claws of the king, literate, able to work out sums, keen-eyed with a sling stone, and (most of all) loyal to their tribe more than to their clutchmates. King kobolds take advantage of their loyalty and put them in charge of planning raids as sergeants and junior chieftains or keeping other kobolds working in the mines.

Quick Troops. In war, elite kobolds fill the roles of slingers, engineers, and massed light infantry. They fight with great devotion, though often with little effect except through weight of numbers or the occasional notable success at undermining enemy walls.

Elite Kobold

Small humanoid (kobold), lawful neutral
Armor Class 14 (leather armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 10 (+0)

Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic
Challenge 1 (200 XP)

Combat Tunneler. If two elite kobolds wielding any combination of picks and shovels combine their efforts, they gain a burrow speed of 15 feet through non-rocky soil.

Pack Tactics. The kobold has advantage on attack rolls against a target if at least one of the kobold’s allies is within 5 feet of the target and the ally isn’t incapacitated.

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Mining Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Lantern Splash (Recharge 5-6). The elite kobold opens its miner’s lantern and splashes burning oil in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Small but Fierce. Two elite kobolds within 5 feet of each other can combine their actions to slam their mining picks into the ground and split the earth in a 20-foot line that is 5 feet wide, extending from one of the pair. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone.

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