Kobold Cask Hauler (Simple)

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

If the kobold takes fire damage, roll a d10. If the result on the d10 is less than the fire damage dealt, the kobold's 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. A flammable object in the area ignites if it isn't being worn or carried.

Actions

Claws

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1 + 2) slashing damage.

Ignite Cask

The kobold ignites the cask it carries on its back, triggering its Volatile Cask trait as if it had taken 10 or more fire damage.