KOBOLD INVENTOR – 5e stats

Small humanoid (kobold), lawful evil

Armor Class 12
Hit Points 13 (3d6 + 3)
Speed 30 ft.

Proficiency Bonus +2
Proficiency Bonus +2 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
7 (-2)15 (+2)12 (+1)8 (-1)7 (-2)8 (-1)

Skills Perception +0
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 1/4 (50 XP)

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 disad-vantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

  • DaggerMelee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • SlingRanged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 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:
    • 1- 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.
    • 2- 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.
    • 3- 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.
    • 4- 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.
    • 5- Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square.
    • 6- 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.
    • 7- 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.
    • 8- 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A kobold inventor is a crafty and ingenious kobold who builds improvised weapons and devices to gain an edge in combat. These weapons are often made from scavenged materials, such as bugs, slimes, stolen goods, or even live animals. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but-like kobolds’ traps- they work a lot better than their materials would suggest. A kobold inventor typically works alone or in small groups, using its inventions to surprise and harass its enemies. Kobold inventors are loyal to their tribe and their draconic patrons, and they seek to prove their worth by creating the most effective and destructive inventions possible.

COMBAT

A kobold inventor relies on its weapon inventions to deal damage and create chaos in battle. These inventions are usually one-use items that have a variety of effects, such as acid, fire, poison, or musk. A kobold inventor can use each invention only once per day, and they often break after being used. Some of the common inventions that a kobold inventor uses are:

  • Acid: A flask of acid that can be thrown at a target, causing acid damage.
  • Alchemist’s Fire: A flask of alchemist’s fire that can be thrown at a target, causing fire damage over time.
  • Basket of Centipedes: A small basket that releases a swarm of centipedes when thrown, attacking nearby creatures.
  • Green Slime Pot: A clay pot full of green slime that can be thrown at a target, covering it with a patch of green slime that can dissolve flesh and metal.
  • Rot Grub Pot: A clay pot full of rot grubs that can be thrown at a target, infesting it with parasitic worms that can burrow into its flesh.
  • Scorpion on a Stick: A scorpion tied to the end of a pole that can be used to stab a target, delivering a poisonous sting.
  • Skunk in a Cage: A skunk that can be released from a cage, spraying musk at a nearby creature, causing nausea and disgust.

A kobold inventor also carries a dagger and a sling for backup weapons, but it prefers to use its inventions whenever possible. A kobold inventor is cowardly and cunning, using its pack tactics to gain advantage on attack rolls when fighting alongside its allies. It also suffers from sunlight sensitivity, having disadvantage on attack rolls and perception checks that rely on sight when in sunlight.

HABITAT / SOCIETY

A kobold inventor lives in underground lairs or dungeons with its tribe, often near sources of metal or magic. A kobold inventor is usually assigned to a special role within the tribe, such as trapmaker, tinkerer, or scavenger. A kobold inventor spends most of its time crafting new inventions or improving existing ones, using whatever materials it can find or steal. A kobold inventor is proud of its creations and often boasts about them to other kobolds or potential enemies. A kobold inventor is loyal to its tribe and its draconic patron, often worshipping Tiamat or another evil dragon god. A kobold inventor seeks to emulate the power and majesty of dragons through its inventions, hoping to earn their favor or protection.

ECOLOGY

A kobold inventor is an omnivorous scavenger that feeds on whatever it can find or steal. A kobold inventor often collects exotic or rare ingredients for its inventions, such as venomous creatures, alchemical substances, or magical items. A kobold inventor has a short lifespan of about 20 years, but it reproduces quickly and frequently. A kobold inventor is always looking for new challenges and opportunities to test its inventions, often provoking conflicts with other creatures or adventurers. A kobold inventor is a nuisance and a threat to anyone who crosses its path, as it can unleash unpredictable and dangerous effects with its inventions.