Kobold Inventor
Small humanoid (kobold), lawful evil
Armor Class 12
Hit Points 13 3d6+3
Speed
30ft
Skills Perception +0
Senses darkvision 60 ft., passive Perception 10
Languages One to two languages
Challenge 1
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.
Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 1d4+2 piercing damage
Sling: Ranged Weapon Attack: +4 to hit, range 90/180 ft., one target.
Hit: 6 1d6+2 bludgeoning damage
Weapon Invention: The kobold uses one of the following options (roll a d8 or choose one the kobold can use each one no more than once per day:
- Acid: The kobold hurls a flask of acid. Ranged Weapon
Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 2d6
acid damage.
- Alchemist's Fire. The kobold throws a flask of alchemist's
fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target.
Hit: 2 1d4 fire damage at the start of each of the target's
turns. A creature can end this damage by using its action to
make a DC 10 Dexterity check to extinguish the flames.
- Basket of Centipedes: The kobold throws a small basket into
a 5-foot-square space within 20 feet of it. A swarm of insects
(centipedes) with 11 hit points emerges from the basket and
rolls initiative. At the end of each of the swarm's turns, there's
a 50 percent chance that the swarm disperses.
- Scorpion on a Stick: The kobold makes a melee attack with
a scorpion tied to the end of a 5-foot-long pole. Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage,
and the target must make a DC 9 Constitution saving throw,
taking 4 1d8 poison damage on a failed save, or half as much
damage on a successful one.
- Skunk in a Cage. The kobold releases a skunk into an unoccupied
space within 5 feet of it. The skunk has a walking speed
of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls
initiative and, on its turn, uses its action to spray musk at a
random creature within 5 feet of it. The target must make a DC
9 Constitution saving throw. On a failed save, the target retches
and can't take actions for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success. A creature that doesn't need to breathe
or is immune to poison automatically succeeds on the saving
throw. Once the skunk has sprayed its musk, it can't do so
again until it finishes a short or long rest.
- Wasp Nest in a Bag. The kobold throws a small bag into
a 5-foot-square space within 20 feet of it. A swarm of insects
(wasps) with 11 hit points emerges from the bag and rolls
initiative. At the end of each of the swarm's turns, there's a 50
percent chance that the swarm disperses.
- Rot Grub Pot: The kobold throws a clay pot into a 5-footsquare
space within 20 feet of it, and it breaks open on impact.
A swarm of rot grubs (see appendix A of Volo's Guide To Monsters) emerges from the and remains a hazard in that square.
- Green Slime Pot: The kobold throws a clay pot full of green
slime at the target, and it breaks open on impact. Ranged
Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The
target is covered in a patch of green slime (see chapter 5 of the
Dungeon Master's Guide). Miss: A patch of green slime covers
a randomly determined 5-foot-square section of wall or floor
within 5 feet of the target.
Kobolds are naturally crafty and innovative, but many tribes have one amongst them that is particularly skilled at creating inventive new items and weapons. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients for their experiments. Their creations are sometimes comical in appearance, but—like all kobold traps—they work a lot better than their materials would suggest.
An inventor's new weapons last only for one or two attacks before they break, but maight be surprisingly effective in the meantime. Most inventors are skilled enough that their improvised creations don't backfire on them, but other users might not be so lucky. The weapons don't have to be lethal—in many cases they serve as distractions, scare tactics, and confusions that stall a creature long enough for other kobolds to kill the enemy. In any particular encounter, an inventor usually has one or two improvised weapons at their disposal.