15 (18 with mage armor)
112 (25d6+25)
walk 30 ft.
Dex +8, Int +5
Deception +5, Insight +8, Intimidation +8, Persuasion +8
darkvision 60 ft.
Common, Draconic
6
On each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action.
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.
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.
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.
While in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
The king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The king kobold 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
The king kobold makes two shortsword attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.