A brawny looking kobold brandishes a manticore spike driven through its scaled hand.
Small humanoid (kobold), lawful evil
Armor Class 13
Hit Points 44 (8d8+8)
Speed 30 ft.
|14 (+2)||16 (+3)||12 (+1)||8 (-1)||10 (+0)||11 (+0)|
- 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 the ally isn’t incapacitated.
- Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Barbed Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage and 3 (1d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
- Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Leaders. Barbed kobolds are physically stronger than their brethren and bear the scars of living close to manticores.
Marked. Barbed kobolds are known by the large tail spike driven through their wrist and hand. They are immune to the poison that still seeps from the spike.
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.