Kobold
Small Humanoid (kobold), lawful evil
25 XP
Special Abilities
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 ft. 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.
Quick Reference
Running This Encounter
Kobolds are cowardly but cunning, relying on numbers and traps rather than direct combat. Use their pack mentality to create dynamic encounters where they flee when outnumbered or call for reinforcements. Position them behind cover or elevated terrain to maximize their sling attacks while minimizing damage taken. They should retreat to prepared positions or collapse tunnels rather than fight to the death.
Combat Tactics
Kobolds use hit-and-run tactics, attacking from range with slings before retreating behind cover or allies. They coordinate in small groups and attempt to flank weaker party members, but immediately flee if leaders fall or their numbers are significantly reduced.
Environment & Setting
Ideal in underground warrens, mines, or dungeons with multiple tunnel exits and prepared chokepoints. They excel in areas with natural cover, narrow passages that prevent large formations, and rooms with hazards or traps they've prepared.