King Kobold

Small humanoid (kobold), Lawful Neutral

Armor Class

15 (18 with mage armor)

Hit Points

112 (25d6+25)

Speed

walk 30 ft.

Saves

Dex +8, Int +5

Skills

Deception +5, Insight +8, Intimidation +8, Persuasion +8

Senses

darkvision 60 ft.

Languages

Common, Draconic

Challenge

6

Cunning Action

On each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion

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.

Pack Tactics

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.

Sneak Attack (1/Turn)

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.

Sunlight Sensitivity

While in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Spellcasting

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

Actions

Multiattack

The king kobold makes two shortsword attacks.

Shortsword

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Hand Crossbow

Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.