Kobold Cask Hauler

Small humanoid (kobold), lawful evil

Armor Class

12

Hit Points

7 (2d6)

Speed

25 ft.

Saves

Str +1

Skills

Athletics +3

Senses

darkvision 60 ft.

Languages

Common, Draconic

Challenge

2

Sunlight Sensitivity

While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Pack Tactics

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.

Volatile Cask

The kobold carries a cask of flammable alcohol on its back. While it does so, the kobold can't use its hands to make attacks or use actions, and fire damage the kobold takes is also taken by the cask. When the cask takes fire damage, roll a d10. If the result is less than the fire damage dealt, the cask erupts in a 10-foot radius explosion. Each creature in the area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. Flammable objects in the area not being worn or carried ignite.

Actions

Dagger

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Roll Cask (1/Day)

The Kobold rolls its carried cask in a straight line 15 feet in a direction of its choice. The cask then continues to roll 15 feet at the start of each of the kobold's turns, accelerating, decelerating, or changing direction with the terrain at the GM's discretion. The cask is an object with an AC of 10 and 10 hit points (immunity to poison and psychic damage, vulnerability to fire damage), and which retains the applicable portion of the Volatile Cask trait above. If the cask collides with a creature or a solid surface, both it and what it collides with take 5 (1d10) bludgeoning damage for every 10 feet it moved this turn. If the cask is destroyed by fire damage, the Volatile Cask trait is triggered automatically. If it is destroyed by damage of a different type, it creates a 5-foot radius pool of flammable alcohol on the ground where it was destroyed. Any fire damage dealt in the pool's area ignites it, forcing each creature in the area to succeed on a DC 13 Dexterity saving throw or take 7 (2d6) fire damage as the alcohol burns up.