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Breadcrumb

Kobold Cultist

Challenge
Terrain
str
9
dex
14
con
12
int
9
wis
8
cha
9

AC 13 (padded cloth)
HP 18 (4d6+4; bloodied 9)
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.


ACTIONS

Sacrificial Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.

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

Fire Breath (Recharge 5–6). Cirothe’s kobold minions have been granted a fraction of the dragon’s power. The kobold exhales fire in a 10-foot cone. Each creature in the area makes a DC 11 Dexterity saving throw , taking 7 (2d6) fire damage on a failure, or half damage on a success.

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.