Kobold Chieftain

Small humanoid (kobold), Lawful Evil

Armor Class

17 (studded leather and shield)

Hit Points

82 (15d6+30)

Speed

walk 30 ft.

Saves

Dex +5, Cha +4

Skills

Intimidation +6, Stealth +5

Condition Immunities

charmed, frightened

Senses

darkvision 60 ft.

Languages

Common, Draconic

Challenge

4

Pack Tactics

The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain's allies is within 5 feet of the target and the ally isn't incapacitated.

Sunlight Sensitivity

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

Actions

Multiattack

The kobold makes 2 attacks.

Shortsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.

Shortbow

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.

Inspiring Presence (Recharge after Short or Long Rest)

The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls.