15 (natural armor)
36 (8d6 + 8)
30 ft., climb 30 ft.
lightning
darkvision 60 ft.
Common, Draconic
2
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 ft. of the creature and the ally isn't incapacitated.
The kobold makes two attacks, either with its dagger or its sling.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage + 3 (1d6) lightning damage.
Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4+3) bludgeoning damage + 3 (1d6) lightning damage.
The kobold unleashes a beam of electricity in a 15-foot line that is 5 feet wide. Each creature in the line must make a DC 11 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much on a success.