Wednesday, August 19, 2026

Kobold Poisoner

 


Kobold Poisoner

NO. ENCOUNTERED: 1–4
SIZE: Small
HD: 3d8+3 (16 hp)
MOVE: 30 ft.
AC: 14
ATTACKS: Dagger +4 (1d4); Hand Crossbow +4 (1d6)
SPECIAL: Cunning Action, Pack Tactics, Sneak Attack, Poisoned Weapons, Sunlight Sensitivity, Noxious Vial
SAVES: P
INT: Average
ALIGNMENT: Usually Lawful Evil
TYPE: Humanoid (Kobold)
TREASURE: 1
XP: 60 + 3/hp

Cunning Action

Once per round, instead of making an attack, the kobold poisoner may choose one of the following:

Dash: Move up to its normal movement again.

Withdraw: Move up to its normal movement without suffering an attack caused solely by disengaging from an opponent.

Hide: Immediately attempt a Dexterity-based Hide check if suitable cover or concealment is available.

Pack Tactics

A kobold poisoner gains a +2 bonus to attack rolls against an opponent if at least one conscious ally is adjacent to that opponent.

Sneak Attack

Once per round, when the kobold poisoner attacks an opponent that is unaware of it, distracted, flanked, or engaged in melee with one of the poisoner's allies, it deals an additional x2 damage.

Sneak Attack may be used with either a dagger or hand crossbow.

Poisoned Weapons

The kobold poisoner normally carries enough poison to coat its weapons for an encounter.

Once per round, a successful dagger or hand crossbow attack deals an additional 1d4 poison damage.

If the attack also qualifies for Sneak Attack, the victim must make a Constitution save, CL 2, or suffer a –2 penalty to attacks, attribute checks, and saving throws until the end of its next turn.

Creatures immune to poison are unaffected by this additional effect.

Sunlight Sensitivity

While exposed to direct sunlight, a kobold poisoner suffers a –2 penalty to attack rolls and sight-based Wisdom checks.

Dagger

Attack: +4
Damage: 1d4
Range: Melee or Thrown

Hand Crossbow

Attack: +4
Damage: 1d6
Range: 30 ft.

Noxious Vial

Once every 1d4 rounds, the kobold poisoner may throw a vial of volatile poison at a point within 30 feet.

The vial bursts in a 5-foot radius.

All creatures in the area must make a Constitution save, CL 2.

On a failed save, a creature suffers 2d6 poison damage and takes a –2 penalty to attacks, attribute checks, and saving throws until the beginning of the poisoner's next turn.

On a successful save, the creature suffers half damage and avoids the penalty.

Creatures immune to poison are unaffected.

Notes 

  • Armed with hand brewed poisons derived from scorpion and snake venom are the Kobold Poisoners. As their role suggestions, their style of fighting is often throwing or stabbing their targets with toxic weaponry to wear them down.
  • Likes to wait under Scaleshields and more martial kobolds distract the target before they move and perform Sneak Attack with a poisoned weaponry to compound the damage. If they lack allies, a Poisoner will resort to using a handcrossbow with poisoned heads.
  • They associated with the Green Dragonflight, although a few have been in the company of the 'minor dragonflights' such as the Steel Flight or the Mercury Flight. 

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