Wednesday, June 18, 2025

Kobolds

Kobolds


 Tier 1 (Levels 1-4) Kobolds

  • Kobold Skirmisher

    • CR 1/8 Small humanoid (Kobold), lawful evil 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 Challenge 1/8 (25 XP)
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Actions 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.
  • Kobold Scout

    • CR 1 Small humanoid (Kobold), lawful evil Armor Class 12 Hit Points 27 (6d8) Speed 30 ft.
    • STR 7 (-2) DEX 15 (+2) CON 9 (-1) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
    • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses darkvision 60 ft., passive Perception 16 Languages Common, Draconic, plus any one additional language Challenge 1 (200 XP)
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Cunning Action. On each of its turns, the kobold can use a bonus action to take the Dash, Disengage, or Hide action.
    • Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll.
    • Actions Multiattack. The kobold makes two melee attacks. 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.
  • Kobold Berserker

    • CR 2 Small humanoid (Kobold), lawful evil Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27)
    • Speed 30 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
    • Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic Challenge 2 (450 XP)
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Reckless. At the start of its turn, the kobold can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
    • Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
  • Kobold Shaman (Based on Orc Eye of Gruumsh and Priest)

    • CR 2 Small humanoid (Kobold), lawful evil Armor Class 12 Hit Points 45 (6d8 + 18) Speed 30 ft.
    • STR 7 (-2) DEX 15 (+2) CON 16 (+3) INT 9 (-1) WIS 13 (+1) CHA 12 (+1)
    • Skills Intimidation +3, Religion +1 Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic Challenge 2 (450 XP)
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The kobold has the following shaman spells prepared (modifying from cleric to suit kobold themes):
      • Cantrips (at-will): fire bolt, guidance, mending
      • 1st level (4 slots): burning hands, chromatic orb (fire or lightning only), protection from evil and good
      • 2nd level (2 slots): spiritual weapon (dagger), web
    • Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Kobold Scale Sorcerer (Based on Knight, but emphasizing innate draconic magic)

    • CR 3 Small humanoid (Kobold), lawful evil Armor Class 15 (leather armor + natural scales) Hit Points 52 (8d8 + 16) Speed 30 ft.
    • STR 7 (-2) DEX 15 (+2) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
    • Saving Throws Con +4, Wis +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic Challenge 3 (700 XP)
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Brave. The kobold has advantage on saving throws against being frightened.
    • Innate Spellcasting (Draconic). The kobold's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:
      • At will: acid splash
      • 3/day each: chromatic orb (any damage type), scorching ray
      • 1/day each: fireball
    • Actions Multiattack. The kobold makes two melee attacks.
    • 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.
    • Leadership (Recharges after a Short or Long Rest). For 1 minute, the kobold can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the kobold. A creature can benefit from only one Leadership die at a time. This effect ends if the kobold is incapacitated.
    • Reactions Parry. The kobold adds 2 to its AC against one melee attack that would hit it. To do so, the kobold must see the attacker and be wielding a melee weapon.
  • Kobold Veteran

    • CR 3 Small humanoid (Kobold), lawful evil Armor Class 15 (leather armor) Hit Points 58 (9d8 + 18) Speed 30 ft.
    • STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
    • Skills Athletics +5, Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic Challenge 3 (700 XP)
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Actions Multiattack. The kobold makes two dagger attacks. If it has a sling drawn, it can also make a sling attack. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage.
    • Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 1) bludgeoning damage.

Tier 2 (Levels 5-10) Kobolds

  • Kobold Elite Warrior

    • CR 5 Small humanoid (Kobold), lawful evil Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.
    • STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
    • Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth +10 Senses darkvision 60 ft., passive Perception 14 Languages Common, Draconic Challenge 5 (1800 XP)
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Actions Multiattack. The kobold makes two daggers attacks.
    • Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) piercing damage.
    • Sling. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d4 + 4) bludgeoning damage.
    • Reactions Parry. The kobold adds 3 to its AC against one melee attack that would hit it. To do so, the kobold must see the attacker and be wielding a melee weapon.
  • Kobold High Shaman (Based on Kuo-toa Archpriest, Mage)

    • CR 6 Small humanoid (Kobold), lawful evil Armor Class 12 Hit Points 97 (13d8 + 39) Speed 30 ft.
    • STR 7 (-2) DEX 15 (+2) CON 16 (+3) INT 13 (+1) WIS 16 (+3) CHA 14 (+2)
    • Skills Perception +9, Religion +6 Senses darkvision 60 ft., passive Perception 19 Languages Common, Draconic Challenge 6 (2300 XP)
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Spellcasting. The kobold is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kobold has the following shamanistic spells prepared (adapting from cleric/mage to suit kobold themes):
      • Cantrips (at will): acid splash, fire bolt, guidance, thaumaturgy
      • 1st level (4 slots): burning hands, chromatic orb (any damage type), protection from evil and good, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon (dagger), web
      • 3rd level (3 slots): call lightning, fear, stinking cloud
      • 4th level (3 slots): elemental bane, wall of fire
      • 5th level (2 slots): cone of cold, insect plague
    • Actions Multiattack. The kobold makes two melee attacks.
    • Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) fire damage.
    • Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
  • Kobold Assassin

    • CR 8 Small humanoid (Kobold), lawful evil Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.
    • STR 7 (-2) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
    • Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic, Thieves' cant Challenge 8 (3900 XP)
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Assassinate. During its first turn, the kobold has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the kobold scores against a surprised creature is a critical hit.
    • Evasion. If the kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the kobold instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    • Sneak Attack. Once per turn, the kobold deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll.
    • Actions Multiattack. The kobold makes two daggers attacks.
    • Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
    • Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  • Kobold Champion (Based on Githyanki Knight)

    • CR 8 Small humanoid (Kobold), lawful evil Armor Class 18 (plate - might be scale or banded mail due to size) Hit Points 91 (14d8 + 28) Speed 30 ft.
    • STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 14 (+2) WIS 14 (+2) CHA 15 (+2)
    • Saving Throws Con +5, Int +5, Wis +5 Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic Challenge 8 (3900 XP)
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Innate Spellcasting (Draconic Psionics). The kobold's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:
      • At will: mage hand (the hand is invisible)
      • 3/day each: jump, misty step, nondetection (self only), tongues
      • 1/day each: dimension door, telekinesis
    • Actions Multiattack. The kobold makes two attacks with its shortsword.
    • Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    • Sling. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 10 (2d4 + 6) bludgeoning damage.

I understand.

Here are the Tier 3 and Tier 4 lists for Kobolds, formatted as specified, and adhering to the "Orc rules" (emphasizing Shamans for casters and retaining racial traits like Sunlight Sensitivity and Pack Tactics):

Tier 3 (Levels 11-16) Kobolds

  • Kobold War Priest

    • CR 9 Small Humanoid (Kobold, Shaman), lawful evil Armor Class 18 (plate) Hit Points 117 (18d8 + 36) Speed 20 ft.
    • STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)
    • Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4 Senses darkvision 60 ft., passive Perception 13 Languages Common, Draconic Challenge 9 (5000 XP) Proficiency Bonus +4
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Actions Multiattack. The war priest makes two Dagger attacks, and it uses Dragon's Spark.
    • Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 10 (3d6) fire damage.
    • Dragon's Spark. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Dexterity saving throw. On a failed save, the target takes 12 (2d8 + 3) fire damage, and it is blinded until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't blinded.
    • Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
      • At will: fire bolt, guidance, thaumaturgy
      • 1/day each: burning hands, command, dispel magic, spiritual weapon, guardian of faith, hold person, protection from evil and good, revivify
    • Bonus actions Healing Light (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.
  • Kobold Shadow-Scale

    • CR 11 Small Humanoid (Kobold), any alignment Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 20 ft.
    • STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)
    • Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses darkvision 60 ft., passive Perception 16 Languages Common, Draconic Challenge 11 (7200 XP) Proficiency Bonus +4
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Devil's Sight (Optional). Magical darkness doesn't impede the kobold's darkvision.
    • Actions Multiattack. The kobold makes three Shadow Dagger attacks.
    • Shadow Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 5) piercing damage plus 10 (3d6) necrotic damage.
    • Sling. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d4 + 5) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
    • Spellcasting. The kobold casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
      • At will: minor illusion
      • 1/day each: darkness, disguise self
    • Bonus actions Shadow Step. When in dim light or darkness, the kobold can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
  • Kobold Dragon Shaman

    • CR 13 Small Humanoid (Kobold, Shaman), typically Lawful Evil Armor Class 15 (leather armor) Hit Points 162 (25d8 + 50) Speed 20 ft.
    • STR 11 (+0) DEX 17 (+3) CON 14 (+2) INT 19 (+4) WIS 14 (+2) CHA 16 (+3)
    • Saving Throws Con +7, Int +9, Cha +8 Skills Arcana +9, Nature +9, Perception +7, Stealth +8 Damage Resistances (choose one: acid, cold, fire, lightning, poison) Senses blindsight 10 ft., darkvision 60 ft., passive Perception 17 Languages Common, Draconic, Primordial Challenge 13 (10000 XP) Proficiency Bonus +5
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Actions Multiattack. The shaman makes two attacks: one with its Draconic Touch or Corrosive Bolt.
    • Draconic Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (6d6) (chosen damage type) damage, and the creature must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn.
    • Corrosive Bolt (Recharge 5–6). Ranged Spell Attack: +9 to hit, range 30/60 ft., one creature. Hit: The target is coated in corrosive goo. As an action, the restrained target can make a DC 15 Strength check, breaking free on a success. The goo can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
    • Spellcasting. The kobold is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The kobold has the following shamanistic spells prepared:
      • Cantrips (at will): acid splash, fire bolt, light, mage hand, poison spray
      • 1st level (4 slots): burning hands, chromatic orb, magic missile, shield
      • 2nd level (3 slots): hold person, spiritual weapon, web
      • 3rd level (3 slots): call lightning, fear, stinking cloud
      • 4th level (3 slots): elemental bane, ice storm, wall of fire
      • 5th level (2 slots): cone of cold, conjure elemental (choose type)
      • 6th level (1 slot): chain lightning
      • 7th level (1 slot): prismatic spray
      • 8th level (1 slot): sunburst
    • Bonus actions Change Shape (Recharges after a Short or Long Rest). The kobold magically polymorphs into a Pseudodragon or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Kobold Inquisitor

    • CR 14 Small Humanoid (Cleric, Kobold), typically Lawful Evil Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 20 ft.
    • STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
    • Saving Throws Con +7, Wis +10, Cha +10 Skills Insight +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 20 Languages Common, Draconic Challenge 14 (11500 XP) Proficiency Bonus +5
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Discern Lie. The inquisitor knows when a creature speaks a lie.
    • Actions Multiattack. The inquisitor makes two Death Dagger attacks.
    • Death Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following cleric spells prepared:
      • Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, flame strike, geas
      • 6th level (1 slot): harm
      • 7th level (1 slot): divine word
      • 8th level (1 slot): holy aura
      • 9th level (1 slot): gate
    • Bonus actions Spectral Dagger (Recharges after a Short or Long Rest). The inquisitor conjures a spectral dagger in its hand. For 1 minute, this dagger counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the dagger, it can choose to add 3d6 necrotic damage to the hit.

Tier 4 (Levels 17-20) Kobolds

  • Kobold Dragon Consort

    • CR 18 Small Humanoid (Kobold, Shaman), any alignment Armor Class 15 Hit Points 240 (32d8 + 96) Speed 20 ft.
    • STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
    • Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11 Senses darkvision 60 ft., passive Perception 18 Languages Common, Draconic Challenge 18 (20000 XP) Proficiency Bonus +6
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Actions Multiattack. The kobold makes two Dagger attacks and uses Draconic Eruption.
    • Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 5) piercing damage plus 7 (2d6) poison damage.
    • Draconic Eruption (Recharge 5–6). The kobold unleashes a burst of draconic energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) (chosen damage type: acid, cold, fire, lightning, or poison) damage on a failed save, or half as much damage on a successful one.
    • Spellcasting. The kobold is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The kobold has the following shamanistic spells prepared:
      • Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
      • 1st level (4 slots): burning hands, chromatic orb, magic missile, shield
      • 2nd level (3 slots): hold person, misty step, suggestion
      • 3rd level (3 slots): counterspell, fireball, fly
      • 4th level (3 slots): greater invisibility, ice storm, wall of fire
      • 5th level (3 slots): cloudkill, cone of cold, dominate person
      • 6th level (1 slot): chain lightning, globe of invulnerability
      • 7th level (1 slot): finger of death, teleport
      • 8th level (1 slot): feeblemind, mind blank
      • 9th level (1 slot): meteor swarm
    • Reactions Protective Shield (3/Day). When another creature attacks a creature within 30 feet of the kobold, the kobold can use its reaction to impose disadvantage on the attack roll.
  • Kobold Grand Shaman

    • CR 20 Small Humanoid (Cleric, Kobold), typically Lawful Evil Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 20 ft.
    • STR 12 (+1) DEX 18 (+4) CON 16 (+3) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
    • Saving Throws Con +9, Wis +11, Cha +12 Skills Insight +11, Perception +11, Religion +9, Stealth +10 Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 21 Languages Common, Draconic Challenge 20 (25000 XP) Proficiency Bonus +6
    • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • 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.
    • Special Equipment. The grand shaman wields a Dragon Staff and a Rod of Summoning.
    • Actions Multiattack. The grand shaman makes two attacks with its Dragon Staff or Rod of Summoning. It can also use Draconic Flame.
    • Dragon Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) fire damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
    • Rod of Summoning. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) force damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be restrained (magical binds) for 1 minute. The restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Draconic Flame (2/Day). The grand shaman targets one creature it can see within 60 feet of it. The target must make a DC 20 Dexterity saving throw, taking 45 (10d8) fire or acid damage on a failed save, or half as much damage on a successful one.
    • Spellcasting. The grand shaman is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The grand shaman has the following cleric spells prepared:
      • Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, flame strike, geas
      • 6th level (1 slot): harm, planar ally
      • 7th level (1 slot): divine word, resurrection
      • 8th level (1 slot): holy aura, earthquake
      • 9th level (1 slot): gate, true resurrection
    • Bonus actions Draconic Favor (Recharge 4-6). The grand shaman can sacrifice up to 5 hit points per spell slot level to cast a spell of that level. These hit points can't be restored until the start of the grand shaman's next turn.
    • Summon Scale Ally (1/Day). The grand shaman magically summons 1d4 + 1 Kobold Inventors or 1 Drake (CR 5 or lower). The summoned creatures appear in unoccupied spaces within 60 feet of the grand shaman, act as allies of its summoner, and can't summon other creatures. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.
    • Legendary actions The grand shaman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grand shaman regains spent legendary actions at the start of its turn.
      • Command Ally. The grand shaman targets one ally it can see within 30 feet of it. If the target can hear and understand the grand shaman, it can use its reaction to make one weapon attack.
      • Staff Attack. The grand shaman makes one Dragon Staff attack.
      • Cast a Spell (Costs 2 Actions). The grand shaman casts a spell from its list, using a spell slot.

Valeria: In the Beginning

  Valeria Creation Myth In the shimmering void before time truly began, before the whisper of wind or the roar of oceans, stood the V...