16 (Breastplate)
48 (7d8 + 16)
30 ft., fly 30 ft.
Str -1, Dex +3, Con +1, Wis +6, Cha +4
Insight +6, Medicine +6, Persuasion +4, Religion +3
darkvision 60 ft.
Common, Draconic
5
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.
When Kelvar uses the Attack Action, he can make one weapon attack as a bonus action. He can use this 3 times per long rest.
Kelvar can use his Channel Divinity to gain a +10 on an attack roll.
When a creature within 30 feet of Kelvar makes an attack roll Kelvar can use his Channel Divinity to grant that creature a +10 bonus on that roll.
Once on each of his turns when he hits a creature with a weapon attack Kelvar can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. (Damage already added to weapon attacks below.)
Kelvar is an 8th level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Kelvar has the following cleric spells prepared: • Cantrips (at will): guidance, mending, sacred flame, thaumaturgy • 1st level: bless, command, cure wounds, divine favor, guiding bolt, shield of faith • 2nd level: blindness/deafness, hold person, magic weapon, prayer of healing, spiritual weapon • 3rd level: crusader's mantle, dispel magic, mass healing word, revivify, spirit guardians • 4th level: banishment, freedom of movement, guardian of faith, stoneskin
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 13 (2d8 + 6) piercing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 12 (1d6 + 1d8 + 3) bludgeoning damage.
Ranged Spell (cantrip) Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) radiant damage.