15 (natural armor)
27 (5d6+10)
walk 30 ft.
Arcana +2, Medicine +1
darkvision 60 ft.
Common, Draconic
1
The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options: Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: • Cantrips (at will): fire bolt, mage hand, mending, poison spray • 1st level (4 slots): charm person, chromatic orb, expeditious retreat • 2nd level (2 slots): scorching ray
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
15 (natural armor)
27 (5d6 + 10)
walk 30 ft.
Arcana +2, Medicine +1
darkvision 60 ft.
Common, Draconic
1
+2
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.
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The kobold makes two Dagger or Chromatic Bolt attacks. It can replace one attack with a use of Spellcasting.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Ranged Spell Attack: +4 to hit, range 60 feet, one target. Hit: 9 (2d6 + 2) of a type of the kobold's choice: acid, cold, fire, lightning, poison, or thunder.
The kobold casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): • At will: mage hand, prestidigitation • 2/Day each: charm person, fog cloud, levitate