Kobold NPCs [Level 1]
Kobold Battle Cleric [Level 1 Controller (Leader)]
Small natural humanoid (reptile) [XP 100]
Initiative +1; Senses Perception +2
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 11, Will 14
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target until
the end of the kobold cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d8 + 3 thunder damage, and the target is dazed until the end of the kobold cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +5 vs. AC; 2d8 + 3 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- ● Shifty (minor)
- The kobold cleric shifts 1 square.
- ○○ Healing Word (minor) ✦ Healing
- The kobold cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The kobold cleric gains a +1 bonus to the kobold cleric’s next attack roll or saving throw before the end of the kobold cleric’s
next turn.
- Trap Sense
- The kobold cleric gains a +2 bonus to all defenses against traps.
Skills Heal +7, Religion +5
Str 16 (+3); Dex 13 (+1); Wis 14 (+2);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Devoted Cleric [Level 1 Controller (Leader)]
Small natural humanoid (reptile) [XP 100]
Initiative +1; Senses Perception +3
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 11, Will 15
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 1d8 + 3 radiant damage, and one ally the kobold cleric can see gains a +2 power bonus to his or her
next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +3 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the kobold cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the kobold cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- ● Shifty (minor)
- The kobold cleric shifts 1 square.
- ○○ Healing Word (minor) ✦ Healing
- The kobold cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The kobold cleric gains a +1 bonus to the kobold cleric’s next attack roll or saving throw before the end of the kobold cleric’s
next turn.
- Trap Sense
- The kobold cleric gains a +2 bonus to all defenses against traps.
Skills Heal +8, Religion +5
Str 13 (+1); Dex 13 (+1); Wis 16 (+3);
Con 14 (+2); Int 10 (+0); Cha 14 (+2)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Greatweapon Fighter [Level 1 Soldier]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +1
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 15, Reflex 12, Will 11
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage. Miss: 3 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +5 vs. AC; 2d10 + 3 damage, and the target is slowed and cannot shift until end of the kobold fighter’s next turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +5 vs. AC; 3d10 + 3 damage. Miss: The power is not expended.
- ● Shifty (minor)
- The kobold fighter shifts 1 square.
- Trap Sense
- The kobold fighter gains a +2 bonus to all defenses against traps.
- Combat Challenge
- Every time the kobold fighter attacks an enemy, the kobold fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the kobold fighter’s next turn. If the marked creature makes an attack that doesn’t include
the kobold fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the kobold fighter and shifts or makes an attack that does not include the kobold fighter, the kobold fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +8, Intimidate +5
Str 16 (+3); Dex 15 (+2); Wis 12 (+1);
Con 16 (+3); Int 10 (+0); Cha 11 (+0)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Kobold Guardian Fighter [Level 1 Soldier]
Small natural humanoid (reptile) [XP 100]
Initiative +3; Senses Perception +1
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 19; Fortitude 15, Reflex 15, Will 11
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8), and the target is pushed 1 square if it is the kobold fighter’s size, smaller than
the kobold fighter, or one size category larger. The kobold fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8), and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8), and the kobold fighter can spend a healing surge. Miss: The power is not expended.
- ● Shifty (minor)
- The kobold fighter shifts 1 square.
- Trap Sense
- The kobold fighter gains a +2 bonus to all defenses against traps.
- Combat Challenge
- Every time the kobold fighter attacks an enemy, the kobold fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the kobold fighter’s next turn. If the marked creature makes an attack that doesn’t include
the kobold fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the kobold fighter and shifts or makes an attack that does not include the kobold fighter, the kobold fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +6, Intimidate +5
Str 16 (+3); Dex 16 (+3); Wis 12 (+1);
Con 15 (+2); Int 10 (+0); Cha 11 (+0)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Avenging Paladin [Level 1 Soldier]
Small natural humanoid (reptile) [XP 100]
Initiative +1; Senses Perception +1
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 18; Fortitude 14, Reflex 12, Will 13
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d8 + 3 radiant damage. If the kobold paladin has marked the target, the kobold paladin gains a +1 bonus to the
damage roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +6 vs. AC; 2d8 + 4 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +6 vs. AC; 3d8 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- ● Shifty (minor)
- The kobold paladin shifts 1 square.
- ● Divine Challenge (minor) ✦ Radiant
- The kobold paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the kobold
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 5 radiant damage. The kobold paladin must engage the target by attacking it or ending the turn adjacent to it, or
the mark ends. The mark also ends if the kobold paladin challenges another target. Divine Challenge can only be used once
per round.
- □ Lay on Hands (minor) ✦ Healing
- The kobold paladin spends a healing surge but regains no hit points. Instead, one creature touched by the kobold paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Trap Sense
- The kobold paladin gains a +2 bonus to all defenses against traps.
Skills Intimidate +7, Religion +5
Str 16 (+3); Dex 13 (+1); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 14 (+2)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Kobold Protecting Paladin [Level 1 Soldier]
Small natural humanoid (reptile) [XP 100]
Initiative +1; Senses Perception +1
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 20; Fortitude 13, Reflex 14, Will 14
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 2 damage (crit 10 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8), and the kobold paladin gains 1 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8). Hit or Miss: Until the end of the kobold paladin’s next turn, one ally within
5 squares of the kobold paladin gains a +1 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 3d8 + 3 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the kobold paladin’s next turn.
- ● Shifty (minor)
- The kobold paladin shifts 1 square.
- ● Divine Challenge (minor) ✦ Radiant
- The kobold paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the kobold
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 6 radiant damage. The kobold paladin must engage the target by attacking it or ending the turn adjacent to it, or
the mark ends. The mark also ends if the kobold paladin challenges another target. Divine Challenge can only be used once
per round.
- □ Lay on Hands (minor) ✦ Healing
- The kobold paladin spends a healing surge but regains no hit points. Instead, one creature touched by the kobold paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Trap Sense
- The kobold paladin gains a +2 bonus to all defenses against traps.
Skills Intimidate +8, Religion +5
Str 14 (+2); Dex 13 (+1); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 16 (+3)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Archer Ranger [Level 1 Skirmisher]
Small natural humanoid (reptile) [XP 100]
Initiative +4; Senses Perception +6
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 11
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 2 damage (crit 10 + 1d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +6 vs. AC; 1d8 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +4/+5 vs. AC; 1d8 damage (crit 8 + 1d8) (main)/1d6
damage (off-hand).
Shortbow: Ranged 15/30; +6 vs. AC (twice); 1d8 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The kobold ranger can shift 2 squares either before or after the attack.
Scimitar: +4 vs. AC; 2d8 + 2 damage
(crit 18 + 1d8).
Shortbow: Ranged 15/30; +6 vs. AC; 2d8 + 4 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 15/30; targets two creatures within 3 squares of each other; +6 vs. AC; 2d8 + 4 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ● Shifty (minor)
- The kobold ranger shifts 1 square.
- ● Hunter’s Quarry (minor)
- The kobold ranger can designate the nearest visible enemy as the kobold ranger’s quarry. Once per round when hitting this
quarry, the kobold ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the kobold ranger designates a different target as the quarry. The kobold ranger can only designate one enemy as quarry at
a time.
- Trap Sense
- The kobold ranger gains a +2 bonus to all defenses against traps.
- Archer Fighting Style
- The kobold ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The kobold ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +6, Stealth +10
Str 14 (+2); Dex 18 (+4); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Kobold Two-Blade Ranger [Level 1 Skirmisher]
Small natural humanoid (reptile) [XP 100]
Initiative +3; Senses Perception +6
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 11
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +5/+5 vs. AC; 1d8 damage (crit 8 + 1d8) (main)/1d8 damage
(crit 8 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +5 vs. AC (twice); 1d8 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar (main): +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8).
Scimitar
(off hand): +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8).
Miss: Half damage per attack.
- ● Shifty (minor)
- The kobold ranger shifts 1 square.
- ● Hunter’s Quarry (minor)
- The kobold ranger can designate the nearest visible enemy as the kobold ranger’s quarry. Once per round when hitting this
quarry, the kobold ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until
the kobold ranger designates a different target as the quarry. The kobold ranger can only designate one enemy as quarry at
a time.
- Trap Sense
- The kobold ranger gains a +2 bonus to all defenses against traps.
- Two-Blade Fighting Style
- The kobold ranger can wield a one-handed weapon in the kobold ranger’s off hand as if it were an off-hand weapon. In addition,
the kobold ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The kobold ranger gains an additional +5 hit points.
Skills Nature +6, Perception +6
Str 16 (+3); Dex 16 (+3); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Kobold Brawny Rogue [Level 1 Skirmisher]
Small natural humanoid (reptile) [XP 100]
Initiative +4; Senses Perception +0
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 16, Will 11
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +7 vs. Reflex; 1d6 + 4 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 4 damage.
Hit:
The target is slowed and grants combat advantage to the kobold rogue (save ends both). Miss: Half damage, and the target
grants combat advantage to the kobold rogue until the end of the kobold rogue’s next turn.
- ● Shifty (minor)
- The kobold rogue shifts 1 square.
- Trap Sense
- The kobold rogue gains a +2 bonus to all defenses against traps.
- First Strike
- At the start of an encounter, the kobold rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the kobold rogue’s weapon damage die increases by one size. When wielding a dagger, the kobold rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the kobold rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the kobold rogue deals an extra 2d6 damage.
Skills Acrobatics +9, Thievery +11
Str 14 (+2); Dex 18 (+4); Wis 11 (+0);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Kobold Trickster Rogue [Level 1 Skirmisher]
Small natural humanoid (reptile) [XP 100]
Initiative +4; Senses Perception +5
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 16, Will 12
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +4 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
The kobold rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +7 vs. Reflex; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. Reflex; 2d6 + 4 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d6 + 4 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the kobold rogue hits
the target the kobold rogue slides it 1 square.
- ● Shifty (minor)
- The kobold rogue shifts 1 square.
- Trap Sense
- The kobold rogue gains a +2 bonus to all defenses against traps.
- First Strike
- At the start of an encounter, the kobold rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the kobold rogue’s weapon damage die increases by one size. When wielding a dagger, the kobold rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the kobold rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the kobold rogue deals an extra 2d6 damage.
Skills Stealth +11, Thievery +11
Str 13 (+1); Dex 18 (+4); Wis 11 (+0);
Con 14 (+2); Int 10 (+0); Cha 14 (+2)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Kobold Fey-Pact Warlock [Level 1 Skirmisher]
Small natural humanoid (reptile) [XP 100]
Initiative +1; Senses Perception +1
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 12, Reflex 13, Will 14
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 1d6 + 3 psychic damage, and the kobold warlock is invisible to the target until the start of the kobold
warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 2d6 + 3 fire damage, and the target takes a –4 penalty to attack rolls until the end of the kobold
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 3d8 + 3 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ● Shifty (minor)
- The kobold warlock shifts 1 square.
- ● Warlock’s Curse (minor)
- The kobold warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
kobold warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The kobold warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The kobold warlock can immediately teleport 3 squares.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +7, Bluff +8
Str 10 (+0); Dex 13 (+1); Wis 12 (+1);
Con 15 (+2); Int 14 (+2); Cha 16 (+3)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Infernal-Pact Warlock [Level 1 Skirmisher]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +0
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 14; Fortitude 14, Reflex 13, Will 12
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 4 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d6 + 4 fire damage. If the kobold warlock takes damage before the end of the kobold warlock’s next
turn, the target takes an extra 1d6 + 4 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +4 vs. Will; 2d8 + 4 necrotic damage, and the kobold warlock gains 7 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 3d10 + 4 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ● Shifty (minor)
- The kobold warlock shifts 1 square.
- ● Warlock’s Curse (minor)
- The kobold warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
kobold warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The kobold warlock can only curse one target per turn.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The kobold warlock gains 1 temporary hit points.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +7, Intimidate +6
Str 10 (+0); Dex 14 (+2); Wis 11 (+0);
Con 18 (+4); Int 14 (+2); Cha 13 (+1)
Equipment leather armor, mace
-1 Level / +1 Level
Kobold Star-Pact Warlock [Level 1 Skirmisher]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +0
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 14; Fortitude 14, Reflex 13, Will 13
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +2 vs. AC; 1d6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 4 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the kobold warlock on its next turn, it
takes an extra 1d6 + 4 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +2 vs. Will; 2d8 + 2 psychic damage, and the target takes a –2 penalty to Will defense until the end of the kobold
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +2 vs. Will; 3d6 + 2 radiant damage, and the target is immobilized until the end of the kobold warlock’s next turn.
Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ● Shifty (minor)
- The kobold warlock shifts 1 square.
- ● Warlock’s Curse (minor)
- The kobold warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
kobold warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The kobold warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The kobold warlock gains a +1 bonus to a single d20 roll the kobold warlock makes during the kobold warlock’s next turn. This
bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +6, Insight +5
Str 10 (+0); Dex 14 (+2); Wis 11 (+0);
Con 18 (+4); Int 13 (+1); Cha 14 (+2)
Equipment leather armor, sickle
-1 Level / +1 Level
Kobold Inspiring Warlord [Level 1 Soldier (Leader)]
Small natural humanoid (reptile) [XP 100]
Initiative +3; Senses Perception +0
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 11, Will 13
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +5 vs. Fortitude; 3 damage, and choose one ally adjacent to either the kobold warlord or the target. On his or her next attack
against the target, this ally gains a +2 bonus to the attack roll and the damage roll. If the ally does not attack the target
by the end of his or her next turn, the bonus is lost.
- ○ [M] Guarding Attack (standard) ✦ Weapon
- +5 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the kobold warlord or the target gains a +3 power bonus to AC
against the target’s attacks until the end of the kobold warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +5 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the kobold warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the kobold warlord gains 7 temporary hit points.
- ● Shifty (minor)
- The kobold warlord shifts 1 square.
- ○○ Inspiring Word (minor) ✦ Healing
- The kobold warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- Trap Sense
- The kobold warlord gains a +2 bonus to all defenses against traps.
- Inspiring Presence
- When an ally who can see the kobold warlord spends an action point to take an extra action, that ally also regains 2 lost
hit points.
- Combat Leader
- The kobold warlord and each ally within 10 squares who can see and hear the kobold warlord gains a +2 power bonus to initiative.
Skills Heal +5, History +6
Str 16 (+3); Dex 13 (+1); Wis 10 (+0);
Con 14 (+2); Int 13 (+1); Cha 14 (+2)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Kobold Tactical Warlord [Level 1 Soldier (Leader)]
Small natural humanoid (reptile) [XP 100]
Initiative +3; Senses Perception +0
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 13, Will 12
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8). Before the kobold warlord attacks, one ally adjacent to either the kobold warlord
or the target may shift 1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8), and one ally within 5 squares gains a +3 power bonus to attack rolls against the
target until the end of the kobold warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +5 vs. AC; 3d8 + 3 damage (crit 27 + 1d8), and the kobold warlord and allies within 5 squares gain a +3 power bonus to attack
rolls against the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ● Shifty (minor)
- The kobold warlord shifts 1 square.
- ○○ Inspiring Word (minor) ✦ Healing
- The kobold warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- Trap Sense
- The kobold warlord gains a +2 bonus to all defenses against traps.
- Tactical Presence
- When an ally the kobold warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack
roll.
- Combat Leader
- The kobold warlord and each ally within 10 squares who can see and hear the kobold warlord gains a +2 power bonus to initiative.
Skills Heal +5, History +7
Str 16 (+3); Dex 13 (+1); Wis 10 (+0);
Con 14 (+2); Int 14 (+2); Cha 13 (+1)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Kobold Control Wizard [Level 1 Artillery]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +2
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 14
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d4 + 2 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 3 cold damage, and the target is slowed until the end of the kobold wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the kobold wizard’s next turn. The kobold wizard can end this effect as a minor
action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +3 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ● Shifty (minor)
- The kobold wizard shifts 1 square.
- ○ Orb of Imposition (free)
- The kobold wizard can choose one creature suffering from one of the kobold wizard’s wizard spells whose effect ends on a saving
throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the kobold wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the kobold wizard’s current turn, so that it lasts
instead until the end of the kobold wizard’s next turn.
- Trap Sense
- The kobold wizard gains a +2 bonus to all defenses against traps.
Skills Arcana +8, Insight +7
Str 10 (+0); Dex 15 (+2); Wis 14 (+2);
Con 14 (+2); Int 16 (+3); Cha 11 (+0)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Kobold War Wizard [Level 1 Artillery]
Small natural humanoid (reptile) [XP 100]
Initiative +3; Senses Perception +1
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 13
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +3 vs. Reflex; 2d6 + 3 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +3 vs. Reflex; 2d8 + 3 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +3 vs. Reflex; 1d8 + 3 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ● Shifty (minor)
- The kobold wizard shifts 1 square.
- ○ Wand of Accuracy (free)
- The kobold wizard gains a +3 bonus to a single attack roll.
- Trap Sense
- The kobold wizard gains a +2 bonus to all defenses against traps.
Skills Arcana +8, History +8
Str 10 (+0); Dex 16 (+3); Wis 13 (+1);
Con 14 (+2); Int 16 (+3); Cha 11 (+0)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Kobold Isolating Avenger [Level 1 Skirmisher]
Small natural humanoid (reptile) [XP 100]
Initiative +1; Senses Perception +3
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and the kobold avenger shifts 1 square, sliding the target 1 square into the space the kobold avenger
occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d8 + 3 damage, and until the end of the kobold avenger’s next turn, any enemy that ends its turn adjacent to the
kobold avenger or that hits or misses the kobold avenger takes 7 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +6 vs. AC; 2d8 + 3 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered on
the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the kobold avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the kobold avenger can see in within 10 squares. When the kobold avenger makes a melee attack against the
target and the target is the only enemy adjacent to the kobold avenger, the kobold avenger makes two attack rolls and use
either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point
the kobold avenger regains the use of this power.
- ● Shifty (minor)
- The kobold avenger shifts 1 square.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the kobold avenger makes an attack roll against the kobold avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Trap Sense
- The kobold avenger gains a +2 bonus to all defenses against traps.
- Censure of Retribution
- When any enemy other than the kobold avenger’s oath of enmity target hits the kobold avenger, the kobold avenger gains a +2
bonus to damage rolls against the kobold avenger’s oath of enmity target until the end of the kobold avenger’s next turn.
This bonus is cumulative.
- Armor of Faith
- The favor of the kobold avenger’s deity wards the kobold avenger from harm. While the kobold avenger is neither wearing heavy
armor nor using a shield, the kobold avenger gains a +3 bonus to AC.
Skills Athletics +6, Religion +7
Str 13 (+1); Dex 13 (+1); Wis 16 (+3);
Con 14 (+2); Int 14 (+2); Cha 10 (+0)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Kobold Pursuing Avenger [Level 1 Skirmisher]
Small natural humanoid (reptile) [XP 100]
Initiative +3; Senses Perception +3
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and if the target doesn’t end its next turn adjacent to the kobold avenger, the kobold avenger
can shift 4 squares as a free action. The kobold avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage. Before the attack, the kobold avenger shifts 4 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +6 vs. AC; 2d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the kobold avenger at the start of the kobold avenger’s turn, the kobold avenger can teleport
to a space within 3 squares of it as a minor action. This effect ends if the kobold avenger ends the kobold avenger’s turn
more than 3 squares away from the target.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the kobold avenger can see in within 10 squares. When the kobold avenger makes a melee attack against the
target and the target is the only enemy adjacent to the kobold avenger, the kobold avenger makes two attack rolls and use
either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point
the kobold avenger regains the use of this power.
- ● Shifty (minor)
- The kobold avenger shifts 1 square.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the kobold avenger makes an attack roll against the kobold avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Trap Sense
- The kobold avenger gains a +2 bonus to all defenses against traps.
- Censure of Pursuit
- If the kobold avenger’s oath of enmity target moves away from the kobold avenger willingly, the kobold avenger gains a +5
bonus to damage rolls against the target until the end of the kobold avenger’s next turn.
- Armor of Faith
- The favor of the kobold avenger’s deity wards the kobold avenger from harm. While the kobold avenger is neither wearing heavy
armor nor using a shield, the kobold avenger gains a +3 bonus to AC.
Skills Religion +5, Stealth +10
Str 13 (+1); Dex 16 (+3); Wis 16 (+3);
Con 14 (+2); Int 11 (+0); Cha 10 (+0)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Kobold Rageblood Barbarian [Level 1 Brute]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +5
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 11
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d10 + 1d8 + 3 damage. Hit or Miss: Until the start of the kobold barbarian’s next turn, any attacker gains
a +2 bonus to attack rolls against the kobold barbarian. If the kobold barbarian is raging, attackers do not gain this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +5 vs. AC; 3d10 + 6 damage. Hit or Miss: Until the start of the kobold barbarian’s next turn, any attacker gains a
+4 bonus to attack rolls against the kobold barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +5 vs. AC; 3d10 + 3 damage. Miss: Half damage. Hit or Miss: The kobold barbarian enters the rage of the bloodhunt.
Until the rage ends, the kobold barbarian gains a +3 bonus to melee damage rolls if either the kobold barbarian or the kobold
barbarian’s target is bloodied.
- ● Shifty (minor)
- The kobold barbarian shifts 1 square.
- ○ Swift Charge (free)
- When the kobold barbarian’s attack reduces an enemy to 0 hit points.
The kobold barbarian charges an enemy.
- Trap Sense
- The kobold barbarian gains a +2 bonus to all defenses against traps.
- Rageblood Vigor
- Whenever the kobold barbarian’s attack reduces an enemy to 0 hit points, the kobold barbarian gains 3 temporary hit points.
- Barbarian Agility
- While the kobold barbarian is not wearing heavy armor, the kobold barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 14 (+2); Wis 11 (+0);
Con 16 (+3); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Thaneborn Barbarian [Level 1 Brute]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +5
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 12
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d10 + 1d6 + 3 damage. When charging, the kobold barbarian can use this power in place of a melee basic attack.
If the kobold barbarian is raging, the kobold barbarian can move 2 extra squares as part of the charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +5 vs. AC; 1d10 + 1d6 + 3 damage. If the kobold barbarian targets two creatures, the kobold
barbarian can shift 2 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +5 vs. Reflex; 1d10 + 3 damage, and the kobold barbarian knocks the target prone.
Miss: Half damage. Hit or Miss: The kobold barbarian enters the rage of the macetail behemoth. Until the rage
ends, whenever the kobold barbarian hits, the kobold barbarian gains 3 temporary hit points.
- ● Shifty (minor)
- The kobold barbarian shifts 1 square.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the kobold barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the kobold barbarian’s next turn.
- Trap Sense
- The kobold barbarian gains a +2 bonus to all defenses against traps.
- Thaneborn Triumph
- Whenever the kobold barbarian bloodies an enemy, the next attack by the kobold barbarian or an ally against that enemy gains
a +2 bonus to the attack roll.
- Barbarian Agility
- While the kobold barbarian is not wearing heavy armor, the kobold barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 14 (+2); Wis 11 (+0);
Con 15 (+2); Int 10 (+0); Cha 14 (+2)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Cunning Bard [Level 1 Controller (Leader)]
Small natural humanoid (reptile) [XP 100]
Initiative +1; Senses Perception +5
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 14
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage (crit 9 + 1d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 1d6 + 3 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the kobold
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +3 vs. Will; 1d6 + 3 damage, and the kobold bard slides the target 3 squares. During the slide, the kobold bard
or one of the kobold bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus
to the attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +3 vs. Will; 2d6 + 3 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 3 hit points.
- ● Shifty (minor)
- The kobold bard shifts 1 square.
- ○○ Majestic Word (minor) ✦ Healing
- The kobold bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power
can only be used once per round. The kobold bard can also slide the target 1 square.
- Trap Sense
- The kobold bard gains a +2 bonus to all defenses against traps.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the kobold bard, the kobold bard can slide that ally
1 square as a free action.
- Skill Versatility
- The kobold bard gains a +1 bonus to untrained skill checks.
Skills Arcana +7, Bluff +8
Str 12 (+1); Dex 13 (+1); Wis 10 (+0);
Con 15 (+2); Int 14 (+2); Cha 16 (+3)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Kobold Valorous Bard [Level 1 Controller (Leader)]
Small natural humanoid (reptile) [XP 100]
Initiative +1; Senses Perception +5
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 13, Reflex 13, Will 14
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage (crit 9 + 1d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8), and the target takes a –2 penalty to the defense of the kobold bard’s choice until
the end of the kobold bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +3 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 3 squares. Hit or Miss:
The kobold bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +5 vs. AC; 2d8 + 3 damage (crit 19 + 1d8), and the target grants combat advantage to the kobold bard and the kobold bard’s
allies (save ends). Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the kobold bard
hits an enemy, that enemy grants combat advantage to the kobold bard and the kobold bard’s allies until the end of the kobold
bard’s next turn.
- ● Shifty (minor)
- The kobold bard shifts 1 square.
- ○○ Majestic Word (minor) ✦ Healing
- The kobold bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power
can only be used once per round. The kobold bard can also slide the target 1 square.
- Trap Sense
- The kobold bard gains a +2 bonus to all defenses against traps.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the kobold bard reduces an enemy to 0 hit points or bloodies an enemy, the
kobold bard can grant 4 temporary hit points to that ally as a free action.
- Skill Versatility
- The kobold bard gains a +1 bonus to untrained skill checks.
Skills Arcana +6, Athletics +5
Str 12 (+1); Dex 13 (+1); Wis 10 (+0);
Con 16 (+3); Int 13 (+1); Cha 16 (+3)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Kobold Guardian Druid [Level 1 Controller]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +3
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 13, Reflex 13, Will 14
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the kobold druid’s next turn. This power can be used
as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 6 cold damage, and the target is immobilized until the end of the kobold druid’s next turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the kobold druid’s choice within
5 squares of the target regains 8 hit points. Aftereffect: One creature of the kobold druid’s choice within 5 squares
of the target regains 3 hit points. Miss: Half damage.
- ● Shifty (minor)
- The kobold druid shifts 1 square.
- ● Wild Shape (minor) ✦ Polymorph
- The kobold druid changes from the kobold druid’s humanoid form to beast form or vice versa. When the kobold druid changes
from beast form back to the kobold druid’s humanoid form, the kobold druid shifts 1 square. While the kobold druid is in beast
form, the kobold druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the kobold druid
can sustain such powers. The kobold druid can use this power once per round.
- Trap Sense
- The kobold druid gains a +2 bonus to all defenses against traps.
- Primal Guardian
- While the kobold druid is not wearing heavy armor, the kobold druid can use the kobold druid’s Constitution modifier in place
of the kobold druid’s Dexterity or Intelligence modifier to determine the kobold druid’s AC.
Skills Heal +8, Nature +8
Str 12 (+1); Dex 15 (+2); Wis 16 (+3);
Con 16 (+3); Int 11 (+0); Cha 10 (+0)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Predator Druid [Level 1 Controller]
Small natural humanoid (reptile) [XP 100]
Initiative +3; Senses Perception +8
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 14
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +3 vs. AC; 1d8 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +3 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the kobold druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +3 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the kobold druid can shift
3 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +3 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the kobold druid’s next turn.
- ● Shifty (minor)
- The kobold druid shifts 1 square.
- ● Wild Shape (minor) ✦ Polymorph
- The kobold druid changes from the kobold druid’s humanoid form to beast form or vice versa. When the kobold druid changes
from beast form back to the kobold druid’s humanoid form, the kobold druid shifts 1 square. While the kobold druid is in beast
form, the kobold druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the kobold druid
can sustain such powers. The kobold druid can use this power once per round.
- Trap Sense
- The kobold druid gains a +2 bonus to all defenses against traps.
- Primal Predator
- While the kobold druid is not wearing heavy armor, the kobold druid gains a +1 bonus to the kobold druid’s speed.
Skills Nature +8, Perception +8
Str 12 (+1); Dex 16 (+3); Wis 16 (+3);
Con 15 (+2); Int 11 (+0); Cha 10 (+0)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Preserving Invoker [Level 1 Artillery]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +3
HP 27; Bloodied 13
Healing Surges (+6 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +3 vs. Reflex; 1d8 + 3 radiant damage, and the kobold invoker slides the target 1 square. The kobold invoker can
use this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst
gains a +3 power bonus to AC until the end of the kobold invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +3 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the kobold invoker’s next turn.
- ● Shifty (minor)
- The kobold invoker shifts 1 square.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the kobold invoker hits the kobold invoker’s ally.
The kobold invoker gains a +2 bonus to the kobold invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the kobold invoker’s next turn.
- Trap Sense
- The kobold invoker gains a +2 bonus to all defenses against traps.
- Covenant of Preservation
- When the kobold invoker uses a divine encounter or daily attack power on the kobold invoker’s turn, the kobold invoker can
slide an ally within 10 squares of the kobold invoker 1 square.
Skills Arcana +7, Religion +7
Str 10 (+0); Dex 14 (+2); Wis 16 (+3);
Con 15 (+2); Int 14 (+2); Cha 11 (+0)
Equipment hide armor, mace
-1 Level / +1 Level
Kobold Wrathful Invoker [Level 1 Artillery]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +3
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 13, Will 14
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The kobold invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +3 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the
kobold invoker targets only one creature. In addition, the target is dazed until the end of the kobold invoker’s next turn
and is pushed 3 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ● Shifty (minor)
- The kobold invoker shifts 1 square.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the kobold invoker hits the kobold invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
- Trap Sense
- The kobold invoker gains a +2 bonus to all defenses against traps.
- Covenant of Wrath
- When the kobold invoker uses a divine encounter or daily attack power on the kobold invoker’s turn, the kobold invoker gains
a bonus to the damage roll equal to 1 for each enemy the kobold invoker attacks with the power.
Skills Endurance +7, Religion +6
Str 10 (+0); Dex 14 (+2); Wis 16 (+3);
Con 16 (+3); Int 13 (+1); Cha 11 (+0)
Equipment chainmail, mace
-1 Level / +1 Level
Kobold Bear Shaman [Level 1 Controller (Leader)]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +8
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 14, Reflex 12, Will 14
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Will; 1d8 + 3 damage, and each ally adjacent to the kobold shaman’s spirit companion gains 3 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +3 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the kobold shaman’s next turn, the kobold shaman
and the kobold shaman’s allies gain 3 resistance to all damage while adjacent to the kobold shaman’s spirit companion. In
addition, the kobold shaman or one ally within 5 squares of the kobold shaman gains 3 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +3 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the kobold shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action,
a character can end this effect on himself or herself to regain 10 hit points.
- ● Shifty (minor)
- The kobold shaman shifts 1 square.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The kobold shaman conjures the kobold shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the kobold shaman falls unconscious or until the kobold shaman dismisses it as a minor action. The spirit occupies 1
square. Enemies cannot move through its space, but allies can. When the kobold shaman takes a move action, the kobold shaman
can also move the spirit a number of squares equal to the kobold shaman’s speed.
The spirit can be targeted by melee
or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 10 damage to the spirit, the spirit
disappears, and the kobold shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The kobold shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
kobold shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the kobold shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the kobold shaman’s spirit
companion regains 3 hit points.
- Trap Sense
- The kobold shaman gains a +2 bonus to all defenses against traps.
- Protector Spirit
- Any ally adjacent to the kobold shaman’s spirit companion regains 3 additional hit points when he or she uses second wind
or when the kobold shaman uses a healing power on him or her.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 14 (+2); Wis 16 (+3);
Con 16 (+3); Int 13 (+1); Cha 10 (+0)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Panther Shaman [Level 1 Controller (Leader)]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +8
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 13, Reflex 12, Will 14
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Fortitude; 1d10 + 3 damage, and until the end of the kobold shaman’s next turn, the kobold shaman’s
spirit companion can flank with the kobold shaman and the kobold shaman’s allies. If the target is bloodied, the kobold shaman
gains a +1 bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +3 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the kobold shaman
gains a +2 bonus to the attack roll. Hit: Until the end of the kobold shaman’s next turn, the kobold shaman and the
kobold shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the kobold shaman’s spirit
companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the kobold shaman’s spirit companion; +3 vs. Will; 3d6
+ 3 psychic damage, and the kobold shaman knocks the target prone. Miss: Half damage.
- ● Shifty (minor)
- The kobold shaman shifts 1 square.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The kobold shaman conjures the kobold shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the kobold shaman falls unconscious or until the kobold shaman dismisses it as a minor action. The spirit occupies 1
square. Enemies cannot move through its space, but allies can. When the kobold shaman takes a move action, the kobold shaman
can also move the spirit a number of squares equal to the kobold shaman’s speed.
The spirit can be targeted by melee
or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 10 damage to the spirit, the spirit
disappears, and the kobold shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The kobold shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
kobold shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the kobold shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 1d10 + 3 damage.
- Trap Sense
- The kobold shaman gains a +2 bonus to all defenses against traps.
- Stalker Spirit
- Any ally adjacent to the kobold shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 14 (+2); Wis 16 (+3);
Con 15 (+2); Int 14 (+2); Cha 10 (+0)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Chaos Sorcerer [Level 1 Artillery]
Small natural humanoid (reptile) [XP 100]
Initiative +3; Senses Perception +0
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 15
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +3 vs. Will; 1d10 + 6 psychic damage and if the kobold sorcerer rolled an even number for the primary attack roll,
make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+3 vs. Will; 1d6 + 3 psychic damage. If the kobold sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The kobold sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +3 vs. Will; 1d10 + 6 psychic damage, and the target is pushed 3 squares. If
the kobold sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 6d6 + 6 radiant damage and if the kobold sorcerer rolled an even number on the attack roll, the target
takes a -3 penalty to attack rolls against the kobold sorcerer (save ends). Miss: Half damage.
- ● Shifty (minor)
- The kobold sorcerer shifts 1 square.
- Trap Sense
- The kobold sorcerer gains a +2 bonus to all defenses against traps.
- Chaos Power
- The kobold sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the kobold sorcerer rolls a natural 20 on an attack roll for an arcane power, the kobold sorcerer slides the target 1
square and knock it prone after applying the attack’s other effects. When the kobold sorcerer rolls a natural 1 on an attack
roll for an arcane power, the kobold sorcerer must push each creature within 5 squares of the kobold sorcerer 1 square.
Skills Arcana +5, Bluff +8
Str 13 (+1); Dex 16 (+3); Wis 10 (+0);
Con 14 (+2); Int 11 (+0); Cha 16 (+3)
Equipment cloth armor, dagger
-1 Level / +1 Level
Kobold Dragon Sorcerer [Level 1 Skirmisher]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +0
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 12; Fortitude 12, Reflex 12, Will 15
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +3 vs. Reflex; 1d8 + 5 fire damage. The next enemy that hits the kobold sorcerer with a melee attack before
the end of the kobold sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +3 vs. Reflex; 2d6 + 5 acid damage, and the target can’t gain combat advantage against any creature until the
end of the kobold sorcerer’s next turn. The kobold sorcerer gains concealment until the end of the kobold sorcerer’s next
turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +3 vs. Reflex; 3d8 + 5 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
kobold sorcerer’s next turn, whenever an enemy hits the kobold sorcerer with a melee attack, the kobold sorcerer pushes that
enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ● Shifty (minor)
- The kobold sorcerer shifts 1 square.
- Trap Sense
- The kobold sorcerer gains a +2 bonus to all defenses against traps.
- Draconic Power
- The kobold sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the kobold sorcerer is not wearing heavy armor, the kobold sorcerer can use the kobold sorcerer’s Strength modifier
in place of the kobold sorcerer’s Dexterity or Intelligence modifier to determine the kobold sorcerer’s AC.
Skills Arcana +5, Athletics +7
Str 14 (+2); Dex 15 (+2); Wis 10 (+0);
Con 14 (+2); Int 11 (+0); Cha 16 (+3)
Equipment cloth armor, mace
-1 Level / +1 Level
Kobold Earth Warden [Level 1 Brute]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +6
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 14, Reflex 14, Will 12
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 3 damage (crit 11 + 1d8), and the kobold warden gains a +1 power bonus to AC until the end of the kobold
warden’s next turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d8 + 3 thunder damage (crit 11 + 1d8), and the kobold warden pushes the target 3 squares. Make a secondary attack.
Secondary Attack: Close blast 3; +5 vs. Fortitude; 1d6 thunder damage (crit 6 + 1d8), and the kobold warden pushes
the secondary target 1 square.
- ● Shifty (minor)
- The kobold warden shifts 1 square.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The kobold warden assumes the guardian form of the willow sentinel until the end of the encounter. While the kobold warden
is in this form, the kobold warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus
to Fortitude while adjacent to the kobold warden. Once during this encounter, the kobold warden can make the following attack
while the kobold warden is in this form as an immediate interrupt when an enemy adjacent to the kobold warden makes an attack
roll against the kobold warden’s ally.
Secondary Attack: Targets the triggering enemy; +5 vs. AC; 1d8 + 3 damage
(crit 11 + 1d8), and the target takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target
takes a –2 penalty to the triggering attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the kobold warden that is within 5 squares of the kobold warden makes an attack that does not include
the kobold warden as a target.
Targets the triggering enemy; The kobold warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- Trap Sense
- The kobold warden gains a +2 bonus to all defenses against traps.
- Earthstrength
- When the kobold warden uses the kobold warden’s second wind, the kobold warden gains an additional +3 bonus to AC. The bonus
lasts until the end of the kobold warden’s next turn.
- Font of Life
- At the start of the kobold warden’s turn, the kobold warden can make a saving throw against one effect that a save can end.
On a save, the effect immediately ends, preventing it from affecting the kobold warden on the kobold warden’s current turn.
If the kobold warden fails the saving throw, the kobold warden still makes a saving throw against the effect at the end of
the kobold warden’s turn.
- Nature’s Wrath
- Once during each of the kobold warden’s turns, the kobold warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the kobold warden’s next turn.
Skills Athletics +5, Perception +6
Str 16 (+3); Dex 14 (+2); Wis 13 (+1);
Con 16 (+3); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Wild Warden [Level 1 Brute]
Small natural humanoid (reptile) [XP 100]
Initiative +2; Senses Perception +7
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 15; Fortitude 14, Reflex 12, Will 13
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and the target is slowed until the end of the kobold warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +5 vs. AC; 1d10 + 5 damage.
- ● Shifty (minor)
- The kobold warden shifts 1 square.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The kobold warden assumes the guardian form of the relentless panther until the end of the encounter. While the kobold warden
is in this form, the kobold warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the
kobold warden. In addition, the kobold warden can shift 2 squares as a move action. Once during this encounter, the kobold
warden can make the following attack while the kobold warden is in this form as a standard action.
Secondary Attack:
Before the attack, the kobold warden shifts the kobold warden’s speed; +5 vs. Reflex; 2d10 + 3 damage, and ongoing 5 damage
(save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the kobold warden makes an attack that does not include the kobold warden as a target.
Targets the triggering enemy; +5 vs. Fortitude; 1d10 + 3 damage, and the target grants combat advantage to the kobold warden
and the kobold warden’s allies until the end of the kobold warden’s next turn.
- Trap Sense
- The kobold warden gains a +2 bonus to all defenses against traps.
- Wildblood
- When the kobold warden uses the kobold warden’s second wind, each enemy marked by the kobold warden takes an additional -2
penalty to attack rolls for attacks that don’t include the kobold warden as a target, until the end of the kobold warden’s
next turn.
- Font of Life
- At the start of the kobold warden’s turn, the kobold warden can make a saving throw against one effect that a save can end.
On a save, the effect immediately ends, preventing it from affecting the kobold warden on the kobold warden’s current turn.
If the kobold warden fails the saving throw, the kobold warden still makes a saving throw against the effect at the end of
the kobold warden’s turn.
- Nature’s Wrath
- Once during each of the kobold warden’s turns, the kobold warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the kobold warden’s next turn.
Skills Athletics +7, Perception +7
Str 16 (+3); Dex 14 (+2); Wis 14 (+2);
Con 15 (+2); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.