12
2 (1d4)
25 ft., climb 25 ft.
Deception +4, Investigation +3, Sleight of Hand +4
darkvision 120 ft.
1/8
+2
The mechakobold desires to help other creatures on their ability checks and will always try to take the Help action in non-combat situations. However, if the check on which the mechakobold helps is a failure, the consequences are always catastrophic (GM's discretion).
While in sunlight, the mechakobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The mechakobold has advantage on an attack roll against a creature if at least one of the mechakobold's allies is within 5 feet of the creature and the ally isn't incapacitated. The mechakobold gains this improvement when it becomes a companion; it doesn't cost an improvement.
The mechakobold gains proficiency with thieves' tools. In addition, it can use its bonus action to make a Dexterity (Sleight of Hand) check (for example, to pickpocket a creature), to use a set of thieves' tools to disarm a trap or open a lock, or to take the Use an Object action.
The mechakobold can attune to one magic item, gaining the magic item's benefits. If the mechakobold is wearing or holding this item when it is recalled, the item is recalled with it into the vessel. When it attunes to this item, it becomes bonded to it; however this item doesn't count towards the number of items a companion can be bonded to.
As an action, the mechakobold can make two slingshot attacks.
Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
The mechakobold attempts to tie together the lower limbs of a creature within 5 feet of it using a pair of spare laces. It makes a Dexterity (Sleight of Hand) check contested by the target's Dexterity (Acrobatics) or Strength (Athletics) check. On a success, the target's walking and climbing speeds are halved until it unties its laces as an action, or cuts them with an attack with a slashing weapon.
As an action, the mechakobold can stare endearingly at one creature it can see within 30 feet of it. If the creature can see it, the creature must make a Wisdom saving throw. On a failed save, the creature is charmed by the mechakobold for 1 minute. This effect ends early if the mechakobold harms the creature. If the creature observes the mechakobold acting contrary to the creature's goals, the creature can repeat the saving throw, ending the effect on a success. After the mechakobold uses this action, it can't do so again until its tamer finishes a short or long rest.
As an action, the mechakobold can throw a homemade explosive device at a point it can see within 60 feet of it, where it explodes. Each creature in a 10-foot-radius sphere centred on that point must make a Dexterity saving throw, taking 17 (5d6) thunder damage on a failed save, or half as much damage on a successful one. After the mechakobold uses this action, it can't do so again until its tamer finishes a short or long rest, during which it crafts a new explosive device using bits, bobs, and pure belief. When the mechakobold's tamer reaches 9th level in the tamer class, the damage of this action increases to 24 (7d6).
The mechakobold can take the Disengage or Hide action as a bonus action on each of its turns.