13
5 (2d6 - 2)
30 ft.
Dex +5
Acrobatics +5
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 feet of the creature and the ally isn't incapacitated.
The kobold carries many bottles filled with highly-flammable alcohol. As a bonus action on each of its turns, the kobold can stuff a rag into the opening of an alcohol bottle it is carrying and ignite it using a nearby open flame, causing its next Hurl Bottle attack to use its ignited effects.
Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the bottle was not ignited, the target is soaked in flammable alcohol. The next time a soaked target takes any fire damage, that fire damage is increased by 3 (1d6) as the alcohol burns away. If not ignited, the alcohol evaporates harmlessly after 1 minute. If the bottle was ignited, hit or miss, it shatters in a fiery explosion. The target and each creature within 5 feet of it must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) fire damage and is ignited on a failed save, or takes half as much fire damage and is not ignited on a successful one. An ignited target takes 2 (1d4) fire damage at the start of each of its turns, and can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. A flammable object in the area ignites if it isn't being worn or carried.