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Kobold Chieftan

This small, draconic humanoid struts as though it were ten feet tall. It wears the gilded skull of a small dragon as a helmet, and its beady eyes gleam out through the skull’s sockets. It hefts its spear and shield and lets out a blood-curdling shriek, signaling the attack.   While most kobolds are scuttling scavengers or pathetic sycophants, a few carry a spark of draconic nobility that can’t be ignored. These few forge their tribes into forces to be reckoned with, rising to the rank of chieftain. A kobold chieftain stands proud, clad in war gear of fine quality and good repair. Their weapons are tended by the tribe’s trapsmiths, particularly evident in their springspike shields.   Living Legend. A kobold chieftain is more than a leader, it is a symbol of the tribe’s greatness. The strongest, most cunning, most ruthless of a kobold tribe embodies their connection to the revered dragons. When a chieftain sounds the call to battle, the kobolds meld into a fearless, deadly force.  

Special Traits

  • Pack Tactics. The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain’s allies is within 5 feet of the target and the ally isn’t incapacitated.
  • Sunlight Sensitivity. While in sunlight, the kobold chieftain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. The target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
  • Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. The target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
  • Inspiring Presence (Recharge after Short or Long Rest). The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions and add the chieftain’s Charisma bonus to attack rolls.
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 11 (+0) 13 (+1) 14 (+2)
Family: Kobold
Armor Class: 13
Hit Points: 86
Speed: 30 ft.   Saving Throws: Dex +5, Cha +4
Skills: Intimidation +6, Stealth +5
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Common, Draconic
Challenge: 2 (450 XP)

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