16 (leather armor)
21 (8+2d8+3)
30 ft.
Dex +7, Int +5
Acrobatics +7, Athletics +3, Deception +2, Insight +5, Perception +8, Stealth +10
darkvision 60 ft.
Common, Draconic
1
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
Fix has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit Fix scores against a creature that is surprised is a critical hit.
Fix can take a bonus action on each of his turns to take the Dash, Disengage, or Hide action.
Fix's proficiency bonus is doubled in Perception and Stealth.
Fix adds 2d6 damage to one creature he hits with his shortsword if he has advantage on that attack or if an ally is within five feet of the target.
Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 7 (1d6 + 4) piercing damage.
Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.