Kobold Gunner
Small humanoid (kobold), lawful evil
Armor Class 14
Hit Points 20
Speed 30 ft.
Attributes
Str: 8 (-1)
Dex: 16 (+3)
Con: 12 (+1)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 8 (-1)
Skills: Stealth: +5, Perception: +3
Senses: Darkvision 60 ft., Passive Perception: 13
Languages: Common, Draconic
Challenge: 1 (200 XP)
Proficiency Bonus: +2
Pack Tactics. The kobold has advantage on attack rolls 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.
Deadly Shot (3/Day). When the kobold gunner hits a target with its kobold carbine, it can deal an extra 1d6 piercing damage.
Sunlight
Sensitivity. While in sunlight, the kobold has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Kobold Carbine. Ranged Weapon Attack: +5 to hit, range 80/240 ft., one target.Hit: 9 (1d12 + 3) piercing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Notes
- Kobold Gunners are kobolds from advanced who have learned (or stolen) the secrets of gunpowder from gnomes, goblinoids, or other groups that are capable of producing gunpowder, redpowder, or smokepowder. These kobolds have cobbled together crude carbines and pistols that they use to defend the tribe or on raids.
- Kobold Gunners sometimes pack an extra charge of powder, giving them extra striking power with an attack, but due to haphazard design of the weapon also causes the guns to occasionally explode.
- In Wildspace, tired of the abuse they suffered at the hands of the Scro and larger humanoids, kobold tribes that once served on Gamaro Base stole the secrets of smokepowder, creating the first Kobold Gunners. A brief rebellion within the massive artificial structure led to a temporary setback to the scro's Morag-Bal Fleet and forming the 'Broken Horn Rebellion' named after the kobold's green dragon mascot, Broken Horn (Merosserth, The Broken Horn)

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