AC 12
HP 21 (6d6; bloodied 10)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls , as well as on Perception checks that rely on sight.
Flammable. If the kobold firebomber takes fire damage or is critically hit while in possession of its Firebomb Bottle, the bottle explodes as if it had been thrown at the kobold’s space.
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. On a hit, until the end of the turn the kobold can use the Disengage action as a bonus action.
Blowgun. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 2 (1d4) piercing damage, and the target must make a DC 12 Constitution saving throw , taking 7 (2d6) poison damage on a failed save or half damage on a success.
Firebomb Bottle. The kobold throws a jar at a point within 20 feet, where it shatters and creates a 5-foot-radius burst of flame. Each creature in the area makes a DC 12 Dexterity saving throw , taking 10 (3d6) fire damage on a failed save or half damage on a success.
Combat
The kobold artillerist throws its poison breath bottle and then uses its blowgun. When possible, it hides, uses cover, or lies prone. In melee, it hits with its sword and then disengages.
Kobold artillerists are snipers and bombardiers who prefer to attack from above, from behind cover, or while screened by their own allies (who occasionally bear the brunt of friendly fire).
Kobolds thrive underground and in any area inhabited by dragons.
CR 0–2 kobold artillerist with 1d4 kobolds
Treasure 3 jasper gemstones (50 gp each), rusty but gold-filigreed helmet (25 gp)
CR 3–4 3 or 4 kobold drakeriders mounted on green kobold drakes ; kobold bully with kobold artillerist and 1d4 + 4 kobolds
Treasure 220 gp, Small set of half plate (worn by the kobold leader), gong of alarm (chapter 3
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.