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Kobold Inventor

Overview

A kobold inventor, crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but - like kobolds’ traps - they work a lot better than their materials would suggest.  

Good While They Last

An inventor’s new weapons last for only one or two attacks before they break, but might be surprisingly effective in the meantime. Most inventors are skilled enough that their improvised weapons don’t backfire on them, but other users might not be so lucky. The weapons don’t have to be lethal - in many cases one serves its purpose if it distracts, scares, or confuses a creature long enough for other kobolds to kill the enemy.    

Kobold Inventor CR: 1/4 (50 XP)

Small humanoid (kobold), lawful evil
Armor Class: 12
Hit Points: 13 (3d6 + 3)
Speed: 30 ft

STR

7 -2

DEX

15 +2

CON

12 +1

INT

8 -1

WIS

7 -2

CHA

8 -1

Skills: Perception +0
Senses: Darkvision 60 feet, Passive Perception 10
Languages: Common, Draconic
Challenge Rating: 1/4 (50 XP)

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

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d4 + 2 piercing damage.   Sling. Ranged Weapon Attack: +4 to hit, range 30/120 feet, one target. Hit: 1d4 + 2 bludgeoning damage.   Weapon Invention. The kobold uses one of the following options (roll a d8). The kobold can use each one no more than once per day:

  1. Acid. The kobold hurls a vial of acid. Ranged Weapon Attack: +4 to hit, range 5/20 feet, one target. Hit: 2d6 acid damage.
  2. Alchemist’s Fire. The kobold throws a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 5/20 feet, one target. Hit: 1d4 fire damage at the start of each of the target's turns. As an action, a creature can make a DC 12 Dexterity saving throw to extinguish the flames.
  3. Basket of Centipedes. The kobold throws a basket into a 5-foot-square space within 20 feet of it. A swarm of centipedes with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.
  4. Green Slime Flask. The kobold throws a flask full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 feet, one target. Hit: The target is covered in a patch of green slime, taking 1d10 acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, green slime deals 2d10 acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed. Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime. Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target.
  5. Basket of Rot Grubs. The kobold throws a basket into a 5-foot-square space within 20 feet of it. A swarm of rot grubs with 11 hit points emerges from the shattered pot and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.
  6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 1d8 poison damage on a failed save, or half as much damage on a successful one.
  7. Stink Bomb. The kobold throws a flask at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 feet, one target. Hit: The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw.
  8. Wasp Nest in a Pouch. The kobold throws a pouch into a 5-foot-square space within 20 feet of it. A swarm of wasps with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.

Genetic Ancestor(s)
Lifespan
50 years
Average Height
2 to 3 feet
Average Weight
35 to 45 pounds

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