Small Dragon, Neutral
- AC
- 14
- Initiative
- +2 (12)
- HP
- 7 (3d6-3)
- Speed
- 30 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 7 | -2 | -2 |
| DEX | 15 | +2 | +2 |
| CON | 9 | -1 | -1 |
| INT | 8 | -1 | -1 |
| WIS | 7 | -2 | -2 |
| CHA | 8 | -1 | -1 |
Traits
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 doesn't have the Incapacitated condition.
Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.
Actions
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4+2) Piercing damage.
How to run Kobold Warrior
Kobold warriors as allies usually means the party did a favor for the warren: killed the rival tribe, recovered a stolen draconic relic, helped a kobold shaman survive a lich's raid. Now three kobolds tag along with the party as honor guard, scouts, or unwanted gift-bearers. They are loyal in a brittle way. They will fight for the party, but they will run the moment the party stops looking strong.
In play, run them for Pack Tactics and trap-craft. Two kobolds flanking a single enemy gives the party fighter advantage on every attack against that target, which turns a tough single foe into a manageable one. Out of combat, the kobolds know how to set tripwires, dig pit traps overnight, and hear approaching boots from sixty feet away in the dark via Darkvision. They speak Common as well as Draconic, so they can interpret for the party with other dragon-adjacent creatures.
Sunlight Sensitivity is the constraint. In broad daylight any kobold attack is at disadvantage and any Stealth check struggles, so the party's tactical use of them depends on shade, dusk, or indoor work. A daytime march puts the kobolds in cloaks and grumbling, useless until the sun drops.
Have one of the kobolds steal something small and worthless from a party member in the first session. A spoon, a button, a lock of hair. Don't make it a plot. The kobold thinks of it as a dowry for a future betrothal, and the player gets to ask increasingly nervous questions over the next three sessions.
A kobold warrior alone is a joke; six in a corridor is a fight. CR 1/8, 7 HP, AC 14, daggers at +4 for 4 piercing, Pack Tactics, Sunlight Sensitivity, darkvision 60 ft. The stat block assumes two things: the kobolds outnumber the party, and the fight is underground or at night. Honor both and the encounter sings. Break either and you get a TPK or a yawn.
Open with the daggers thrown. Range 20/60 means the front rank throws and ducks behind a curtain of allies in the next 5 ft., putting the second rank into Pack Tactics range for the third rank's throws. With Pack Tactics on every roll, those +4 attacks gain advantage, which means crits land roughly every other round at this volume, and a crit on a low-AC backline PC matters even at 1d4+2 plus the doubled die. Spread the targets; never let one PC eat all twelve daggers if you can help it.
Positioning wins. Kobolds fight in their warren, full of pit traps, choke points, and low ceilings that count as difficult terrain for any Medium PC. A Sunlight-Sensitive kobold outside its lair fights at disadvantage and dies for nothing; a kobold defending its grand-grandmother's egg from a daylight raid has a reason to throw the last dagger anyway. Pick the time of day before you pick the room.
Kobolds break early. Once the front rank drops, the rest scatter into known escape tunnels too small for a Medium PC to follow. Don't write a last stand; write the moment the cleric realizes there are children in one of the side caves, and let the table decide what kind of party they are.
Name the chief, even if the party never meets him. The dagger that nearly killed the wizard came from a kobold who has a cousin and a grievance. That's the next adventure.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.