Pack of Kobolds (5e Creature)

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Pack of Kobolds[edit]

Huge swarm of Small humanoids (kobold), lawful evil


Armor Class 12
Hit Points 77 (14d12 - 14)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)

Proficiency Bonus +3
Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8
Languages Common, Draconic
Challenge 5 (1,800 XP)


Pack Tactics. The pack has advantage on an attack roll against a creature if at least one of the pack's allies is within 5 feet of the creature and the ally isn't incapacitated. The pack has advantage on all attacks against a creature within 5 feet of it if the pack has half of its hit points or more.

Sunlight Sensitivity. While in sunlight, the pack has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small kobold. The swarm can't regain hit points or gain temporary hit points.

ACTIONS

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (6d4 + 2) piercing damage or 9 (3d4 + 2) piercing damage if the pack has half of its hit points or fewer.

Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 17 (6d4 + 2) bludgeoning damage or 9 (3d4 + 2) bludgeoning damage if the pack has half of its hit points or fewer.

Trapsetting. The pack lays a quick and simple cluster of traps and its movement speed is reduced by half until the start of its next turn. This trap fills the entire space occupied by the pack at the start of its next turn, in addition to all spaces within 5 feet of it. This is functionally caltrops, ball bearings, and oil. As a bonus action, the pack can light and throw a torch to ignite the oil while within 20 feet of the trap.

REACTIONS

Trigger Trap. When a creature the pack can see enters the space of one of its Trapsetting traps, it can light and throw a torch to ignite the trap while within 20 feet of the trap. In addition, the pack can use item interactions to activate any applicable trap it is familiar with as reactions.

A pack of not less than fifteen kobolds, particularly disciplined and determined ones, moving in formation. Kobolds in a pack are kobolds in their ideal element, so the pack should not be underestimated. The pack is utterly unafraid of combat, and will readily pick a fight with most anything.
The pack of kobolds initiates battle by slinging stones and marching toward their foe, then surrounding their prey and stabbing them mercilessly.
Despite their bravery in numbers, the kobolds in the pack are not mindless, and if their prey reveals itself to be a major threat by remaining undamaged by their weapons or by seriously damaging the pack, the kobolds making up the pack will disperse and flee in random directions if possible.

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