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Kobold

Small humanoid (kobold), lawful evil

Armor Class
12
Hit Points
5
2d6 - 2
Speed
30 ft.
  • STR -2
  • DEX +2
  • CON -1
  • INT -1
  • WIS -2
  • CHA -1
Senses
darkvision 60 ft., passive Perception 8
Languages
Common, Draconic
Challenge 1/8 25 XP · Proficiency +2

Traits

Sunlight Sensitivity

While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics

The kobold has advantage on an attack roll 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.

Actions

Dagger

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Sling

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

How to run it

Kobolds are only dangerous in a crowd, and Pack Tactics is why. One kobold attacks at +4 and misses. Two kobolds adjacent to the same target both attack with advantage and hit far more often than their stat block suggests. Never run them singly.

They are cowards with a survival instinct. Kobolds who lose a third of their number should be looking for a way out, or leading the party into whatever trap they set before the fight started.

Building the encounter

Eight to twelve makes a real encounter for a party of four at level 1 or 2, and it will be more dangerous than the CR maths implies once Pack Tactics is running.

They suit prepared ground: a tunnel network they know and the party does not, with pits, deadfalls and firing slits. Kobolds who fight where they chose to fight are a different creature from kobolds caught in the open.

What to pair it with

Anything draconic. Kobolds serving a young dragon, a dragon wyrmling, or a guard drake gives them both a reason to fight and something to hide behind.

Mixed with traps rather than other creatures is often the better encounter. Six kobolds and three traps is a harder fight than twelve kobolds.

Reskins

Small, cowardly, numerous, and only effective in groups. Reflavour as imps in a workshop, animated dolls, scavenging goblins of a different flavour, or the half-starved servants of something much worse further into the dungeon.

Sunlight Sensitivity is the detail that most constrains reskinning. Drop it and you have a generic swarm; keep it and the creature has to live somewhere dark, which does useful work for your map.

Commonly played wrong

Pack Tactics needs an ally within 5 feet of the target, not within 5 feet of the kobold. Two kobolds standing shoulder to shoulder shooting slings across the room get no benefit at all.

Sunlight Sensitivity applies in sunlight, not in bright light. A torch, a lantern, or a light cantrip does nothing to them. This one is misplayed constantly and always in the party's favour.

Compared to others at this CR

At CR 1/8 the kobold is weaker than the bandit in almost every measurable way: less health, worse weapons, a crippling weakness. Pack Tactics is the entire difference, and it only exists in numbers.

Six bandits are six times one bandit. Six kobolds are considerably more than six times one kobold. That non-linearity is the reason to reach for them.

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