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Kobold Dragon Servitor

Challenge
str
6
dex
14
con
8
int
10
wis
8
cha
10

AC 12

HP 7 (3d6 - 3; bloodied 3)

Speed 30 ft.


Proficiency +2; Maneuver DC 12

Senses darkvision 60 ft., passive Perception 9

Languages Common, Draconic


Pack Tactics. The kobold has advantage on attack rolls against a creature if at least one of the kobold’s allies is within 5 feet of the creature and not incapacitated .

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

Dragon’s Blood. The kobold gains resistance to the damage type of its master’s breath weapon.

Ominous Shadow. The kobold loses its Sunlight Sensitivity trait while within 60 feet of its master.


ACTIONS

Shiv. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Kobold Names

Blimbik, Flaw, Lublub, Luckluck, Pip Nip, Queek, Skirn, Vis, Zabblescrubble, Zorna


Legends and Lore

With an Arcana or History check, characters can learn the following:

DC 10 Kobolds are distant relatives of dragons and often serve them in their lairs.

DC 15 Kobolds go to great lengths to avoid sunlight.

DC 20 While individually weak, kobolds can be dangerous when encountered in large numbers. They fashion clever traps to protect their underground warrens.

Description

Over time, kobolds who serve dragons gain an aspect of that dragon’s power. Their scales go from being a mottled brown color to one matching that of their draconic master.

Behavior

1 Attack on sight; armed with vials of acid or alchemist’s fire

2 Attack on sight; armed with a jar of scorpions, snakes, or green slime

3 Suspicious of strangers; may have set ball bearings, caltrops, or hunting traps

4 Running with sacks of stolen food

5 Peeking from behind cover, such as high in a tree, behind a wall, or inside an abandoned building

6 Arguing over the proper way to roll a boulder onto intruders

7 Digging a pit trap

8 Hiding in ambush, disguised as bushes or rocks that occasionally move around

9 Bearing a message from their overlord

10 Guarding a high position such as a ledge or balcony

11 Terrified and hiding in a hole or inside burlap sacks, or just lying down covering their eyes

12 Fleeing from a battle in which their companions were killed

Signs

1–3 DC 12 Perception check: small footprints

4 Abandoned campfire with dirt kicked over it

5 Several fresh kobold corpses, savaged by some beast

6 A dragon scale, pierced as if once part of a necklace

7 DC 12 Perception check: A concealed entrance to a narrow tunnel

8 Caltrops, tripwire that tips a torch into a puddle of oil, or other trap

9 Small footprints pass over a concealed pit trap that collapses beneath 80 or more pounds of weight

10 Hidden kobold sentry

Encounters

Kobolds skulk in underground tunnels and in dragon lairs.

CR 0–2 1d8 kobolds ; 1d4 kobolds with giant spider , kobold sorcerer , or 2 giant rats

Treasure 30 gp, 200 sp, 300 cp, 2 quartz gemstones and 1 turquoise gemstone (10 gp each), copper necklace (25 gp), 2 potions of climbing

CR 3–4 kobold sorcerer or kobold broodguard with 1d4 + 4 kobolds

Treasure 80 gp, 300 sp, 2 jasper gemstones (50 gp), silver headdress (75 gp), 8 colored-glass bottles filled with water, 2 potions of healing , potion of water breathing

CR 5–10 kobold sorcerer and kobold broodguard with 1d10 + 5 kobolds and one of the following: any dragon wyrmling , ochre jelly , or swarm of poisonous snakes

Treasure 600 gp, 1,000 sp, 2 amethyst and 3 garnet gemstones (100 gp each), obsidian dragon statuette (75 gp), 2 flasks of oil of slipperiness , bag of tricks (gray)

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.