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Kobold

Small Humanoid (kobold), lawful evil

CR 1/8

25 XP

AC: 12
HP: 5 (2d6-2)
Speed: walk 30 ft.
Senses: darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
STR
7
-2
DEX
15
+2
CON
9
-1
INT
8
-1
WIS
7
-2
CHA
8
-1

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

Challenge: CR 1/8
Type: Humanoid
Size: Small
Alignment: lawful evil
Best for party of 4 at level 1

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.

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