Kobold Scout

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 Scout

Small humanoid (kobold), lawful evil
Armor Class 16 (studded leather)
Hit Points 22 (4d6 + 8)
Speed 30 ft., fly 30 ft.
9 (−1) 18 (+4) 14 (+2) 9 (−1) 16 (+3) 8 (−1)

Saving Throws Dex +6
Skills Perception +8, Stealth +6
Senses darkvision 60 ft., passive Perception 18
Languages Common, Draconic
Challenge 2 (450 XP)

Cunning Action. On each of its turns, the kobold scout can use a bonus action to take the Dash, Disengage, or Hide action.

Skirmishing. The kobold scout deals an extra 14 (4d6) damage whenever it hits a target with a weapon attack on its turn, and has moved at least 30 feet that turn. This includes movement made while mounted.

Stealthy Traveler. The kobold scout can move stealthily at a normal pace while traveling overland.


Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/360 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

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