A brawny looking kobold brandishes a manticore spike driven through its scaled hand.
Leaders. The barbed are physically stronger than their brethren and bear the scars of living close to manticores. They are devoted to Mantik and believe he is a divine being who will lead them to victory over the drakes of the waste and the dragons of the mountains.
Marked. The barbed are known by the large tail spike (from Mantik himself) driven through their wrist and hand. They are immune to the poison that still seeps from the spike.
The Barbed
Small humanoid (kobold), lawful evilArmor Class 13
Hit Points 44 (8d8+8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 12 (+1) | 8 (-1) | 10 (+0) | 11 (+0) |
Skills Athletics +4, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 1 (200 XP)
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.
Actions
Barbed Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.