Sir Ironclaw

Physical Description-   an elderly Kobold with a weathered and battle-worn appearance. Despite his age, he exudes an aura of strength and wisdom. His scales are a deep, burnished silver, reflecting his noble lineage and his years of service. His large, iron-gray claws are his most distinctive feature, and they have earned him his revered name. He stands slightly hunched, often resting on his short sword as a cane.   Personality-   Sir Iron Claw is like that elderly neighbor who insists on giving you endless advice, whether you asked for it or not. He's got the heart of a battle-scarred teddy bear and the determination of a boulder rolling downhill. When he's not busy swinging his colossal sword, he dispenses pearls of wisdom that are more cryptic than a riddle-telling dragon. He's the kind of Kobold who'd risk his scales to save a wayward moth.   Squires-
  • Draven, the brawny squire with muscles that could make a Goliath jealous. His obsidian scales are so shiny that they've been mistaken for enchanted mirrors. Draven charges into battle like a bulldozer in a china shop, often causing accidental chaos while exuding an air of confidence that says, "I've got this!" He's the Kobold version of a charging rhino.
  • Orin, the curious squire with bright green scales that could probably power a village. He's the one who's always tinkering with contraptions that seem like they belong in a gnomish inventor's wildest dreams. Orin's tactical genius lies in thinking ten steps ahead, and his plans often involve improbable contraptions like catapulting chickens or deploying feathered parachutes.
  • Nyx, the enigmatic squire draped in indigo scales that practically blend her into the night. She's so stealthy that you'd think she moonlights as a shadow itself. Nyx's idea of a conversation involves speaking in riddles that only make sense to her, but her loyalty to the team is as solid as a petrified dragon's roar. She's the kind of Kobold who could probably make friends with a grumpy basilisk.
Strategy-   Ironclaw works with his squires as a well oiled team. Iron claws part to play is as the main attack, attracting as much attention and fire to himself away from his team, as he uses his immense size in his battle state to barrel through enemies, while shouting words of encouragement and inspiration to his allies.    Stats-
  • Armor Class 18 (plate armor)
  • Hit Points 120 (In dragon form, reduce to just 20 as normal kobold)
  • Speed 30 ft.
STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
  • Saving Throws Str +7, Con +6
  • Skills Athletics +7, Intimidation +6, Insight +5
  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Draconic
  • Challenge 8 (3,900 XP)
Draconic Transformation Ability-   As a bonus action, Sir Iron Claw can use a Rune to grow in size. He becomes Large, gaining the following benefits for 1 minute:
  • Reach increases by 5 feet.
  • Able to wield Great Weapons
  • Attacks deal an extra 1d6 damage.
  • Advantage on Strength checks and saving throws.
Other Abilities
  • Inspiring Presence. Sir Iron Claw can use a bonus action to bolster the resolve of his allies within 30 feet who can see or hear him. Allies gain advantage on the next attack roll or saving throw they make within the next minute.
  • Rune of Resistance. Sir Iron Claw can touch a willing creature as a reaction when that creature takes damage. The creature gains resistance to that type of damage for 1 minute.
  • Rune of Vigor. As a bonus action, Sir Iron Claw can use a Rune to grant himself or an ally within 30 feet temporary hit points equal to 1d8 + 10
  • Rune of Guidance. Sir Iron Claw can touch a creature and grant it advantage on the next ability check or saving throw it makes within 1 minute.
  • Runic Frost. Sir Iron Claw can invoke the power of the ancient silver dragon Sulimon. As an action, his armor is coated in a magical barrier of frost. Creatures that start their turn within 5 feet of him take 2d6 Ice damage. A DC 15 Dexterity saving throw halves the damage.
Actions-
  • Multiattack. Sir Iron Claw makes two weapon attacks.
  • Greatsword. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 3d6 + 4 slashing damage.
  • Shotsword. Melee Weapon Attack: +7 to hit, reach 5ft. Hit: 1d6+4 slashing damage
  • Dragon Roar (Recharge 5-6). Sir Iron Claw lets out a mighty roar that inspires his allies. Each creature of his choice within 60 feet of him that can hear him gains temporary hit points equal to 2d6 + his Charisma modifier (3).
Reactions
  • Rune Shield. When Sir Iron Claw or an ally within 30 feet takes damage, he can use a reaction to grant the target a +2 bonus to AC until the end of the turn.
Draven
  • Armor Class 14 (leather armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.
STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 10 (+0)
  • Skills Athletics +5, Intimidation +2
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Draconic
Abilities and Actions-
  • Brute Force. Draven can use a bonus action to enter a state of focused strength. For 1 minute, his melee attacks deal an additional 1d6 damage.
  • Multiattack. Draven makes two shortsword attacks.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage (with brute force)
Orin
  • Armor Class 14 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.
STR 10 (+0) DEX 16 (+3) CON 14 (+2) INT 16 (+3) WIS 12 (+1) CHA 10 (+0)
  • Skills Investigation +5, Sleight of Hand +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Draconic, Gnomish
Abilities-   Ingenious Contraptions. Orin can deploy a small contraption on the battlefield. He can choose one of the following effects:
  • Stink Bomb: Releases a live skunk onto the battlefield, which attacks the closest enemy, and releases a 10ft cloud of foul smoke. Anyone caught in the radius must make a DC 18 Con save, or use their full movement on their next turn to run away (1 use)
  • Flashbang: Creates a blinding flash of light and a deafening noise, forcing creatures within a 10-foot radius to make a DC 13 Constitution saving throw or be blinded and deafened until the end of their next turn (2 uses)
  • Battle chickens: releases 2 chickens dressed in kitchen pot armor. Anyone unaware of his battle chicken strategy has disadvantage on all attacks and saving throws for the next round (1 use)
Actions-
  • Hand Crossbow. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d4 + 4 piercing damage.
Nyx
  • Armor Class 14 (studded leather armor)
  • Hit Points 38 (7d6 + 14)
  • Speed 30 ft.
STR 10 (+0) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 10 (+0)
  • Skills Stealth +7, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Draconic, Thieves' Cant
Abilities and Actions-
  • Shadow Step. Once per short rest, Nyx can use a bonus action to magically teleport up to 30 feet to an unoccupied space she can see that is in dim light or darkness.
  • Multiattack. Nyx makes two shortsword attacks.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.