Kobold Spellclerk

The reptilian snout peeking out from a deep hood is the only hint that this cloaked figure is a kobold. A fang charm dangling from its neck, the kobold goes about its business of secrets and whispers.

Agents of the Empire. Kobold spellclerks work primarily as messengers and agents of the spy network. They are skilled in code writing and breaking, overseeing the operations of other field agents, and providing their overlords a valued glimpse into the internal affairs of their enemies.

Trusted Messengers. Kobold spellclerks are often granted the use of magic items that aid in encryption and message-sending to supplement their natural skills and magical studies. The messages they carry or compose are often of great import to clandestine activities.

Kobold Spellclerk

Small humanoid (kobold), lawful neutral
Armor Class 12
Hit Points 21 (6d6)
Speed 30 ft.
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 12 (+1)

Saving Throws Int +5
Skills Acrobatics +4, Arcana +5, Deception +5, Investigation +5, Perception +3, Persuasion +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 1/2 (100 XP)

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

Pack Tactics. The kobold has advantage on attack rolls against a creature if at least one of the kobold’s allies is within 5 feet of the creature 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.

Spellcasting. The kobold spellclerk is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): fire bolt, message, minor illusion
1st level (3 slots): comprehend languages, feather fall, grease, illusory script, sleep

Actions

Multiattack. The kobold spellclerk makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

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