The kobold is a 3rd-level spellcaster. Their spellcasting ability is Charisma (sepll save DC 12, +4 to hit with spell attacks). Their has the following sorcerer spells prepared:
Sorcery Points: The kobold has 3 sorcery points. They can spend 1 or more sorcery points as a bonus action to gain one of the following benefits: Heightened Spell: When it casts a spell that forces a creature to make 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 their first saving throw against the spell. Subtle Spell: When the kobold casts a spell, they can spend 1 sorcery point to cast the spell without any somatic or verbal components. 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.
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.
A kobold scale sorcerer has an innate talent for arcane magic, making them a highly valuable member of the tribe for several reasons. Scale sorcerers often fill leadership roles, advisory roles, and as a tribe's historian. In times of peace, they use their spells to fortify and enhance the warren and aid the rest of the tribe. When the tribe is threatened, a scale sorcerer lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor.