Junk Shaman

Small humanoid (kobold), Lawful Neutral

Armor Class

12 (15 with junk armor)

Hit Points

42 (12d6)

Speed

walk 30 ft.

Saves

Dex +4, Wis +5

Senses

darkvision 60 ft.

Languages

Common, Draconic

Challenge

2

Animate Objects (1/Day)

The kobold casts animate objects without any components. Wisdom is its spellcasting ability.

Junk Armor

As a bonus action, the kobold can create magical armor out of scrap metal and bits of junk it touches. The armor provides AC 13 + Dexterity modifier, and a critical hit scored against the kobold becomes a normal hit instead. The armor lasts until the kobold uses a bonus action to end it, the armor is removed from the kobold, or the kobold dies.

Pack Tactics

The kobold has advantage on attack rolls 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

Multiattack

The kobold junk shaman makes two junk staff attacks.

Junk Staff

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage.

Flame Jet

Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or flammable object that isn't being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.