Kobold Drummer | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Kobold Drummer

Small Kobold, Drummer, Any

Armor Class 12
Hit Points 8
Speed: 30 ft Swim: 15 ft Climb: 15 ft

STR

10
( +0 )

DEX

12
( +1 )

CON

10
( +0 )

INT

10
( +0 )

WIS

10
( +0 )

CHA

13
( +1 )

Saving Throws Dexterity, Charisma
Skills
  • Acrobatics
  • Athletics
  • Intimidation
  • Performance
Musical Instrument
  • Drums
Damage Vulnerabilities Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Senses Darkvision: 60ft
Languages Draconic, Goblin
Challenge Rating 1/4
Proficiency Bonus +2

Charisma

At will: Mage Hand:
  • Conjuration cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can’t attack, activate magical items, or carry more than 10 pounds.

Thunderclap:
  • Evocation cantrip
  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S
  • Duration: Instantaneous
You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.   At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1/day: Comprehend Languages:
  • 1st-level divination (ritual)
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of soot and salt)
  • Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

Tasha's Hideous Laughter:
  • 1st-level enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (tiny tarts and a feather that is waved in the air)
  • Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.


  • Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Bardic Inspiration: Use a Bonus Action to grant someone within 60ft an additional 1d6 for one ability check, attack roll, or saving throw for up to 10 minutes.


Created by

Roctover.

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