Friday, April 17, 2026

Kobold Needler

 

Kobold Needler
Small humanoid (kobold), lawful evil

Armor Class 14 (studded leather)
Hit Points 27 (6d6 + 6)
Speed 30 ft.

STR 8 (−1)
DEX 16 (+3)
CON 12 (+1)
INT 10 (+0)
WIS 11 (+0)
CHA 9 (−1)

Saving Throws Dex +5
Skills Stealth +5, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2

Traits

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.

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

Needle Poison.
The kobold coats its needles with a volatile toxin. A creature hit by the needler must succeed on a DC 12 Constitution saving throw or take an extra 1d6 poison damage and be poisoned until the end of its next turn.

Actions

Needler. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target.
Hit: 6 (1d6 + 3) piercing damage, plus Needle Poison

Shortsword. Meleee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage 

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage 

Bonus Actions 

Quick Dose (Recharge 5–6).
The kobold enhances its next Needler attack this turn. On a hit, the target has disadvantage on the saving throw against Needler Poison

Notes 

  • Harassing their targets from behind the safety spears and spells are the slender, toxic darts of the Kobold Needlers. They utilize their semi-competent skill at tinkering items to create dart launchers that can fired liked a gun, using small crystalline vials of compressed air instead of standard red powder.
  •  While almost all of the darts are toxic, Needlers will often add a 'quick dose' enough poison is present that it creates a Disadvantage for the target trying to resist the effects of the toxins.
  • Toxins are derived from various sources of dungeoneering or subterranean creatures. Typically giant spiders, cave urchins, spider crabs, and various dungeon oozes that the Needlers harvest samples from. 


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