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Kobold Artillerist

Challenge
str
8
dex
14
con
10
int
10
wis
12
cha
10

AC 12
HP 21 (6d6; bloodied 10)
Speed 30 ft.


Proficiency +2; Maneuver DC 12
Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic

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


ACTIONS

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. On a hit, until the end of the turn the kobold can use the Disengage action as a bonus action.

Blowgun. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 2 (1d4) piercing damage, and the target must make a DC 12 Constitution saving throw , taking 7 (2d6) poison damage on a failed save or half damage on a success.

Poison Breath Bottle (1/Day). The kobold throws a vial at a point within 20 feet, where it shatters and creates a 5-foot-radius cloud of poison gas. A creature that starts its turn in the cloud must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage and become poisoned until the end of its next turn. The area of the cloud is lightly obscured . The cloud remains for 1 minute or until a strong wind disperses it.

Description

Kobold artillerists are snipers and bombardiers who prefer to attack from above, from behind cover, or while screened by their own allies (who occasionally bear the brunt of friendly fire).

Behavior

Combat

The kobold artillerist throws its poison breath bottle and then uses its blowgun. When possible, it hides, uses cover , or lies prone . In melee, it hits with its sword and then disengages.

Encounters

Kobolds thrive underground and in any area inhabited by dragons.

CR 0–2 kobold artillerist with 1d4 kobolds

Treasure 3 jasper gemstones (50 gp each), rusty but gold-filigreed helmet (25 gp)

CR 3–4 3 or 4 kobold drakeriders mounted on green kobold drakes; kobold bully with kobold artillerist and 1d4 + 4 kobolds

Treasure 220 gp, Small set of half plate (worn by the kobold leader), gong of alarm (chapter 3)

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.