Kobold Trapsmith (5e)
This material is published under the OGL |
Kobold Trapsmith | ||||||||||||
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Small Humanoid (Kobolds), Lawful Neutral | ||||||||||||
Armor Class: 14 (leather) | ||||||||||||
Hit Points: 36 (8d6+8) | ||||||||||||
Speed: 30 ft. | ||||||||||||
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Skills: Stealth +5 | ||||||||||||
Condition Immunity: charmed, frightened | ||||||||||||
Senses: darkvision 60 ft., passive Perception 11 | ||||||||||||
Languages: Common, Draconic | ||||||||||||
Challenge: 1 (200 xp)Proficiency Bonus (PB): +2 | ||||||||||||
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. Thief's Tools. The kobold trapsmith has proficiency with thieves' tools[1] and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes. Traps and Snares. The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief’s tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms.
ActionsDagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) poison damage or one-half poison damage with a successful DC 13 Constitution saving throw. Shredder (Recharge 6). The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) piercing damage. Stunner (1/Day). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) bludgeoning damage, and the target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest. |
Unofficial Description: Kobold combat engineer.[2]
Sources and Notes
- ↑ Source text "thief’s tools"
- ↑ unofficial description by user:Rlyehable. Not part of the published material.
Alignment | Lawful Neutral + |
Author | Tome of Beasts + |
CRval | 1 + |
Canon | true + |
Challenge Rating | 1 + |
Creature Name | Kobold Trapsmith + |
Experience Points | 200 + |
Features | Pack Tactics +, Sunlight Sensitivity +, Thief's Tools +, Traps and Snares +, Dagger +, Light Crossbow +, Shredder +, Stunner + and {{{feature1}}} + |
Hit Dice | 8d6+8 + |
Hit Points | 36 + |
Name | Kobold Trapsmith + |
Size | Small + |
SortText | Kobold Trapsmith 5e + |
Subtype | Kobold + |
Summary | Kobold combat engineer. + |
Type | Humanoid + |