Kobold Ambusher

More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble.

Underworld Merchants. Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories.

Kobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior.

Kobold Ambusher

Small humanoid (kobold), lawful evil
Armor Class 12
Hit Points 7 (3d6 − 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
7 (−2) 16 (+3) 9 (−1) 8 (−1) 10 (+0) 8 (−1)

Skills Perception +2, Stealth +7
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 1 (200 XP)

Assassinate. During its first turn, the kobold ambusher has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the ambusher scores against a surprised creature is a critical hit.

Camouflage. The kobold ambusher has advantage on Dexterity (Stealth) checks made to avoid being seen on a turn in which it has not moved. If it does not move for at least 1 minute, it cannot be seen unless directly interacted with. This effect ends if the ambusher moves.

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

Sneak Attack. The kobold ambusher deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the ambusher doesn’t have disadvantage on the attack roll.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

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