Kobold Sorcerer
Small humanoid (kobold), lawful evil
Armor Class 12 (15 with mage armor)
Hit Points 22 5d6+5
Speed
30ft
Skills Arcana +2, Deception +5
Senses darkvison 60 ft, passive Perception 9
Languages Common, Draconic
Challenge 1 (200 XP)
Spellcasting: The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells prepared.
- Cantrips (at will): blade ward, fire bolt, poison spray, shocking grasp
- 1st-level (4 slots): burning hands, mage armor, magic missile
- 2nd level (2 slots): shatter
Sorcery Points: The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:
- Empowered Spell: When it rolls damage for a spell, the kobold can spend 1 sorcery point to reroll up to three damage dice. It must use the new rolls. It can use Empower Spell even if it has already used a different metamagic action option during the casting of the spell.
- 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 its first saving throw against the spell.
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 20/60ft, one target. Hit: 4 (1d4 + 2) piercing damage.