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Meepo

Small Kobold Adventurer Guide , Chaotic Neutral

Armor Class 12
Hit Points 13 hp
Speed 30ft

STR
7 -2
DEX
15 +2
CON
12 +1
INT
8 -1
WIS
7 -2
CHA
8 -1

Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Undercommon, Draconic
Challenge 1




Pack Tactics. Meepo has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.   Sunlight Sensitivity. While in sunlight, Meepo has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Cunning Action. On each of his turns, Meepo can use a bonus action to take the Dash, Disengage, or Hide action.   Dragon’s Resistance. Meepo has resistance to a type of damage based on the color of dragon that invested him with power; Red, Fire.   Heart of the Dragon. If Meepo is frightened or paralyzed by an effect that allows a saving throw, he can repeat the save at the start of his turn to end the effect on himself.


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 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.   Weapon Invention. Meepo uses one of the following options (roll a d12 or choose one):   1. Acid. Meepo hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.   2. Basket of Centipedes. Meepo throws a small basket into a 5-foot-square space within 20 feet of him. 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.   3. Alchemist’s Fire. Meepo 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.   4.Green Slime Pot. Meepo 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. Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target.   5. Rock. Ranged Weapon Attack: +4 to hit, range 5 ft./20 ft., one target. Hit: (1d6) bludgeoning damage.   6. Rot Grub Pot. Meepo throws a clay pot into a 5-foot-square space within 20 feet of him, and it breaks open on impact. A swarm of rot grubs emerges from the shattered pot and remains a hazard in that square.   7. Net. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.   8. Skunk in a Cage. Meepo releases a skunk into an unoccupied space within 5 feet of him. 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.   9. Fork. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 3 (1d6) piercing damage.   10. Scorpion on a Stick. Meepo throws a scorpion tied to the end of a 5-foot-long pole. Ranged Weapon Attack: +4 to hit, range 5/20 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.   11. Wooden Toy. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 4 (1d4) bludgeoning damage.   12. Wasp Nest in a Bag. Meepo 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.


 

Created by

KillerChristmasTree.

Statblock Type

NPC

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