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Kobold Alchemist
This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in the creature’s wake.
Small humanoid (kobold), lawful neutral
Armor Class 15 (studded leather) Hit Points 44 (8d6 + 16) Speed 30 ft.
STR: 7 (-2) DEX: 16 (+3) CON: 15 (+2) INT: 16 (+3) WIS: 9 (-1) CHA: 8 (-1)
Saving Throws Dex +5 Skills Arcana +5, Medicine +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages Common, Draconic Challenge 2 (450 XP)
Special Traits
Apothecary. As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner’s kit.
Pack Tactics. The kobold has advantage on an attack roll against a target if at least one of the kobold’s allies is within 5 feet of the target and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The kobold makes two attacks.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Alchemical Protection (Recharge after a Short or Long Rest). The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait.
Explosive Flask (Recharge 5-6). The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are Poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait.
About
Kobold alchemists are usually smelled before they are seen, thanks to the apothecary’s store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their reckless experiments.
Dangerous Assets. Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be terrible.
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Kobold, Wizard
An aura of power, centered on a glowing purple crystal atop a short staff, crackles around this pale kobold and arcs across the horns on its headdress. A luminous, leering dragon face fades into being, ghostly and terrible, behind it.
Small humanoid (kobold), lawful neutral
Armor Class 12 (15 with mage armor) Hit Points 58 (13d6 + 13) Speed 30 ft.
STR: 6 (-2) DEX: 14 (+2) CON: 13 (+1) INT: 17 (+3) WIS: 10 (+0) CHA: 8 (-1)
Saving Throws Intelligence +6, Wisdom +3 Skills Arcana +6 Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic, Infernal Challenge 5 (1,800 XP)
Special Traits
Pack Tactics. The kobold has advantage on attack rolls 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 and Wisdom (Perception) checks that rely on sight.
Spellcasting. The wizard kobold is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): fire bolt, minor illusion, poison spray, prestidigitation
1st level (4 slots): burning hands, mage armor, magic missile, shield
2nd level (3 slots): hold person, mirror image, misty step
3rd level (3 slots): blink, counterspell, fireball
4th level (2 slots): fire shield
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Draconic Visage (1/day). The wizard kobold magically creates a draconic visage in an unoccupied space it can see within 30 feet. The visage is a glowing, spectral head and neck, resembling a variety of dragon chosen by the kobold, that sheds dim light out to 10 feet. The visage lasts for 1 minute and grants the following benefits:
A creature hostile to the wizard who starts its turn within 30 feet of the visage and who is aware of the visage must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
The wizard gains immunity to the damage type dealt by the chosen dragon’s breath weapon.
When the wizard uses this action, and as a bonus action on it subsequent turns, it can use the following attack:
Breath of the Visage. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 7 (2d6) damage of the type dealt by the chosen dragon’s breath weapon.
About
Wizard kobolds are among the most cunning and intelligent of the scaly kin. They turn their talent for manipulating arcane magic to study and formula, often getting their start with a stolen spellbook, or one purloined from the remains of an adventurer who met its end in a kobold trap.
Draconic Channel. Wizard kobolds have made a fearsome reputation for themselves with their ability to tap into their draconic heritage through their magic. The wizard draws magic either from a patron dragon or an ancestral dragon figure, manifesting it as a magical effigy. This apparition lends its resilience to the wizard and brings terror and death to the kobold’s enemies.
Section 15: Copyright Notice: Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.
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Kobold, King
Wrapped in tattered finery and draped in silver and gold jewelry, the king kobold sits on a throne, surrounded by an assortment of grisly traps and weaponry. Its crown, a garish mass of precious metals, adds weight to its boastful decrees.
Small humanoid (kobold), lawful neutral
Armor Class 15 (18 with mage armor) Hit Points 112 (25d6 + 25) Speed 30 ft.
STR: 8 (-1) DEX: 20 (+5) CON: 12 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 15 (+2)
Saving Throws Dexterity +8, Intelligence +5 Skills Deception +5, Insight +8, Intimidation +8, Persuasion +8 Senses darkvision 60 ft., passive Perception 12 Languages Common, Draconic Challenge 6 (2,300 XP)
Special Traits
Cunning Action. On each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the king kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Pack Tactics. The king has advantage on attack rolls against a creature if at least one of the king’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sneak Attack (1/Turn). The king kobold deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the king that isn’t incapacitated and the king doesn’t have disadvantage on the attack roll.
Sunlight Sensitivity. While in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Spellcasting. The king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, poison spray
1st level (4 slots): alarm, grease, mage armor
2nd level (3 slots): alter self, hold person, invisibility
Actions
Multiattack. The king kobold makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Reactions
Uncanny Dodge. The king kobold halves the damage from one attack that hits it. To do so, it must see the attacker.
About
Keen Nose for Politics. With considerable guile won by hard experience, a king kobold excels at subterfuge, sustains lucrative trade, and hones a keen eye for potential treachery. The king who rules for more than a few seasons has mastered the art of keeping itself safe through a combination of warriors paid well enough to be loyal, a constant campaign to root out enemies, and an abundance of traps, tricks, and contingencies should things go sour. However, security from threats above and below ground and wealth earned through trade are what truly maintain a king on its throne.
Eyes Everywhere. The condition of its warrens and outlying tribes that pay tribute occupy much of a king kobold’s time and energy. Tunnel-runners come and go in a constant stream from warren to warren to keep the king abreast of happenings in all of its holdings. A truly successful king may command fealty from a network of tribes stretching for miles.
Long Live the King. Unlike many tribal kobold chieftains, a king kobold leaves the fighting to its underlings whenever possible, except when doing so might weaken its hold on its territory. Few creatures are as ruthless as a threatened king, and the king will not hesitate to sacrifice everything and everyone to escape and live to fight another day.
Section 15: Copyright Notice: Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.
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Demogorgon
Like a shark, a Demogorgon is drawn to the scent of blood, and goes into a frenzy when blood is near.
Medium monstrosity, unaligned
Armor Class 15 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft. STR: 16 (+3) DEX: 12 (+1) CON: 16 (+3) INT: 3 (-4) WIS: 12 (+1) CHA: 5 (-3)
Skills Stealth +5. Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages - Challenge 4 (1,100 XP)
Special Traits
Keen Smell. The demogorgon hos advantage on Wisdom (Perception) checks that rely on smell.
Blood Frenzy. The demogorgon has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Regeneration. The demogorgon regains 10 hit points at the start of its turn. If the demogorgon takes acid or fire damage. this trait doesn't function at the start of the demogorgon's next turn. The demogorgon dies only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Multiattack. The demogorgon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit reach 5 ft., one target. Hit: 7 (ld8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
About
A predator of the Upside Down, the demogorgon hunts the dimension looking for unfortunate creatures that find their way there. The size and shape of an adult humanoid, the demogorgon's mouth encompasses its face and unfolds like a blossoming flower.
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Kobold, Swolbold
From behind the collection of angry kobolds steps a creature the size of a dwarf, its bulging muscles flexing as its kobold-like snout twists into a terrible grin.
Medium humanoid (kobold), chaotic neutral
Armor Class 14 (scale mail) Hit Points 65 (10d8 + 20) Speed 20 ft.
STR: 19 (+4) DEX: 11 (+0) CON: 15 (+2) INT: 6 (-2) WIS: 12 (+2) CHA: 7 (-2)
Skills Athletics +6 Damage Resistances bludgeoning Senses darkvision 60 ft., passive Perception 12 Languages Draconic Challenge 3 (700 XP)
Special Traits
Leaping Attack. If the swolbold uses the Dash action on its turn and stops within 5 feet of a creature, it can make one slam attack with disadvantage as a bonus action against that creature.
Pack Tactics. The swolbold has advantage on attack rolls against a creature if at least one of the swolbold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the swolbold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained and the swolbold can’t make slam attacks against other targets.
Crush. One creature grappled by the swolbold must make a DC 14 Strength saving throw, taking 21 (5d6 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one.
About
A Beast Among Kobolds. The swolbold is the brute of the kobold world, a hulking specimen among its smaller and more fragile cousins. Roughly the height of a dwarf but much wider, the rippling muscles of the swolbold betray its ferocious strength.
In contrast to the sneakiness and cunning of the kobold, the swolbold is straightforward and devastating in combat.
Bred for Destruction. Swolbolds are very rare, and their penchant for unthinking destruction has stumped sages. Some theorize that swolbolds have been bred by evil wizards in arcane experiments gone horribly wrong. Others state the dark gods revered by kobolds gift these monsters to tribes particularly fervent in their worship. Others still conclude that carefully crafted alchemy transformed normal kobolds into these beastly creatures. Regardless of the swolbold’s origins, experts agree on one thing: you don’t want to meet a swolbold in a dark, subterranean lair.
Fighting Style. The physiognomy of the swolbold allows them to shrug off most mundane blows. Their preferred fighting style is to crush the life out of their foes, rather than stabbing and scuttling like their smaller cousins. Their girth makes fitting into normal armor difficult, so their tribal leaders often create piecemeal armor for them: scraps of metal plates held over vital areas with bits of leather or rope.
One or two swolbolds may accompany a larger force of kobolds, acting at the vanguard of an attack. The larger creatures act as battering rams and moving shields, allowing the smaller kobolds to use their ranged attacks and devious tactics to the greatest effect.
Copyright Notice: Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.
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