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Kobold Bully

Challenge
Terrain
str
16
dex
14
con
14
int
10
wis
12
cha
10

AC 12
HP 44 (8d6 + 16; bloodied 22)
Speed 30 ft.


Proficiency +2; Maneuver DC 13
Senses darkvision 60 ft., passive Perception 11
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.


ACTIONS

Multiattack. The kobold makes two spear attacks.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.


BONUS ACTIONS

Make a Distraction. A kobold within 10 feet of the bully can use its reaction to make an attack. If the attack hits, the target of the attack has disadvantage on attack rolls against the bully until the start of the bully’s next turn.

Combat

The bully orders an ally to attack and then makes an attack itself. It retreats only if it is bloodied and all its allies are dead

Description

Though stronger than their compatriots, kobold bullies are quick to send their allies ahead of them in combat. When kobold bullies do engage, they are formidable opponents.

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.