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Hyper Kobold

Small humanoid (kobold), any chaotic
Armor Class: 12
Hit Points: 5 2d6-2
Speed: 30 ft

STR

7 -2

DEX

15 +2

CON

9 -1

INT

8 -1

WIS

7 -2

CHA

8 -1

Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Draconic

Pack Tactics. The kobold has advantage on an attack roll 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

Oblivion Beam. A beam of pure void erupts from the kobold's palm in a 5-foot-wide, 120-foot-line.
Each creature within line must make a Dexterity saving throw, taking 9d12 force + 9d12 Psychic damage on a failed save and half as much on a successful one.  
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 1d4+2 bludgeoning damage.


Created by

stormgate_dnd.

Statblock Type

Monster

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