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Kobold Assassin

Small humanoid (kobold), lawful evil

Armor Class 16 (+1 studded leather armor)
Hit Points 49 (9d6 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA
8 (–1) 15 (+2) 14 (+2) 11 (+0) 10 (+0) 10 (+0)

Saving Throws Dexterity +4, Intelligence +2
Skills Deception +2, Perception +2, Sleight of Hand +4, Stealth +4
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Thieves’ Cant
Challenge 4 (1,100 XP)

Special Traits

  • Assassinate. The kobold assassin has advantage on attack rolls against any creature that hasn’t yet acted in the combat. In addition, any hit it scores against a creature that is surprised counts as a critical hit.
  • Cunning Action. The kobold assassin can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
  • Evasion. The kobold assassin can nimbly dodge out of the way of certain area effects. When it is subjected to an effect that allows it to make a Dexterity saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Innate Spellcasting. The kobold assassin may cast disguise self on itself (spell save DC 15) 3/day with no material components.
    • Pack Tactics. The kobold assassin has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
    • Sneak Attack. Once per turn, the kobold assassin can deal an extra 4d6 damage to one creature it hits with a Dagger attack if it has advantage on the attack roll. It doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of the target and that enemy isn’t incapacitated.
    • Sunlight Sensitivity. While in sunlight, the kobold assassin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
    • Uncanny Dodge. When an attacker the kobold assassin can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Actions

  • Multiattack. The kobold assassin makes two Dagger attacks (melee or ranged).
  • +1 Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The target must make a DC 15 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is poisoned. On a successful saving throw, the target takes half as much damage and is not poisoned. A poisoned target may repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
  • Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The target must make a DC 15 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is poisoned. On a successful saving throw, the target takes half as much damage and is not poisoned. A poisoned target may repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene