AC 13 (padded leather)
HP 52 (8d6+24; bloodied 26)
Speed 30 ft., fly 30 ft.
Proficiency +2; Maneuver DC 12
Skills Deception +6, Stealth +4
Damage Resistance fire
Senses darkvision 60 ft., passive Perception 9
Languages Common, Draconic
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 not incapacitated .
Spellcasting. The kobold is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attack). The kobold has the following spells prepared:
Cantrips (at will): fire bolt , light , mage hand , produce flame
1st-level (4 slots): burning hands , expeditious retreat
2nd-level (2 slots): enlarge/reduce , hold person
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
ACTIONS
Sacrificial Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Fire Bolt (Cantrip; S). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
Produce Flame (Cantrip; V, S). Ranged Spell Attack: +6 to hit, range 30 ft, one target. Hit: 9 (2d8) fire damage.
Burning Hands (1st-Level; V, S). Each creature in a 15-foot cone makes a DC 14 Dexterity saving throw , taking 10 (3d6) fire damage on a failure or half damage on a success.
Hold Person (2nd-Level; V, Concentration). One humanoid the kobold can see within 60 feet makes a DC 14 Wisdom saving throw . On a failure, the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success.
Fire Breath (Recharge 4–6). Cirothe’s kobold minions have been granted a fraction of the dragon’s power. The kobold exhales fire in a 10-foot cone. Each creature in the area makes a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failure, or half damage on a success.
BONUS ACTIONS
Expeditious Retreat (1st-Level; V, S, Concentration). When casting this spell and as a bonus action on subsequent turns for 10 minutes, the kobold can take the Dash action.
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.