Kobold NPCs [Level 6]
Kobold Battle Cleric [Level 6 Controller (Leader)]
Small natural humanoid (reptile) [XP 250]
Initiative +4; Senses Perception +5
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 18, Reflex 16, Will 19
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 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] Split the Sky (standard) ✦ Thunder, Weapon
- +10 vs. Fortitude; 1d8 + 5 thunder damage, and the target is pushed 2 squares and knock it prone.
- □ Cure Serious Wounds (standard) ✦ Healing
- The kobold cleric or one creature touched by the kobold cleric regains hit points as if spending two healing surges.
- ● 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 2d6 hit points. This power
can only be used once per round.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the kobold cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal
an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon
wielder’s next turn.
- ○ 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 +10, Religion +8
Str 17 (+6); Dex 13 (+4); Wis 15 (+5);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Devoted Cleric [Level 6 Controller (Leader)]
Small natural humanoid (reptile) [XP 250]
Initiative +4; Senses Perception +6
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 16, Will 20
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +8 vs. Reflex; 1d8 + 5 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.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 2d10 + 5 radiant damage. Hit or Miss: One ally the kobold cleric can see gains combat advantage
against the target until the end of the kobold cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +8 vs. AC; 1d10 + 5 damage. The kobold cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The kobold cleric’s allies gain combat advantage against the target. The kobold cleric can move the weapon
up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the kobold cleric’s next turn.
Sustain Minor: Repeat the attack. The kobold cleric’s allies continue to gain combat advantage against the weapon’s
target.
- □ Cure Serious Wounds (standard) ✦ Healing
- The kobold cleric or one creature touched by the kobold cleric regains hit points as if spending two healing surges.
- ● 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 2d6 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 +11, Religion +8
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Greatweapon Fighter [Level 6 Soldier]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +4
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 22; Fortitude 20, Reflex 17, Will 16
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage. Miss: 3 damage.
- ○ [M] Crushing Blow (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 8 damage.
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +10 vs. AC; 3d10 + 5 damage, and the target is immobilized (save ends). Miss: The power is not expended.
- ● Shifty (minor)
- The kobold fighter shifts 1 square.
- □ Defensive Training (minor) ✦ Stance
- The kobold fighter gains a +2 power bonus to the kobold fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the kobold fighter uses another stance power.
- 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 +11, Intimidate +8
Str 17 (+6); Dex 15 (+5); Wis 12 (+4);
Con 17 (+6); Int 10 (+3); Cha 11 (+3)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Kobold Guardian Fighter [Level 6 Soldier]
Small natural humanoid (reptile) [XP 250]
Initiative +6; Senses Perception +4
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 24; Fortitude 20, Reflex 20, Will 16
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+10 vs. AC; 1d8 + 5 damage (crit 13 + 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] Dance of Steel (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and the target is immobilized until the end of the kobold fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ● Shifty (minor)
- The kobold fighter shifts 1 square.
- ○ Unbreakable (immediate reaction)
- When the kobold fighter is hit by an attack.
Reduce the damage from the attack by 7.
- 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 +9, Intimidate +8
Str 17 (+6); Dex 17 (+6); Wis 12 (+4);
Con 15 (+5); Int 10 (+3); Cha 11 (+3)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Avenging Paladin [Level 6 Soldier]
Small natural humanoid (reptile) [XP 250]
Initiative +4; Senses Perception +4
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 23; Fortitude 19, Reflex 17, Will 18
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +11 vs. AC; 1d8 + 5 radiant damage. If the kobold paladin has marked the target, the kobold paladin gains a +1 bonus to the
damage roll.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +11 vs. AC against one or two targets; 1d8 + 5 damage, and the target is marked until the end of the kobold paladin’s next
turn.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The kobold paladin must spend a healing surge without regaining any hit points.
+11 vs. AC; 4d8 + 5 radiant damage. Miss: Half damage.
- ● 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.
- □ Wrath of the Gods (minor)
- The kobold paladin and each adjacent ally add +2 to damage rolls until the end of the encounter.
- Trap Sense
- The kobold paladin gains a +2 bonus to all defenses against traps.
Skills Intimidate +10, Religion +8
Str 17 (+6); Dex 13 (+4); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Kobold Protecting Paladin [Level 6 Soldier]
Small natural humanoid (reptile) [XP 250]
Initiative +4; Senses Perception +4
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 25; Fortitude 18, Reflex 19, Will 19
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 4 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8), and the kobold paladin gains 1 temporary hit points.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +10 vs. Will; 2d8 + 5 damage (crit 21 + 1d8). If the kobold paladin is bloodied, the kobold paladin regains 6 hit points.
Bloodied allies within 5 squares of the kobold paladin also regain 6 hit points.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +8 vs. Reflex; 2d6 + 5 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The kobold paladin and the kobold paladin’s allies gain a +1 power bonus to all
defenses while within the zone.
- ● 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The kobold paladin takes half that ally’s damage until the end of the encounter or until
the kobold paladin ends the effect as a free action. No power or effect can reduce the damage the kobold paladin takes from
this power.
- Trap Sense
- The kobold paladin gains a +2 bonus to all defenses against traps.
Skills Intimidate +11, Religion +8
Str 15 (+5); Dex 13 (+4); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 17 (+6)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Archer Ranger [Level 6 Skirmisher]
Small natural humanoid (reptile) [XP 250]
Initiative +7; Senses Perception +9
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 22; Fortitude 18, Reflex 20, Will 16
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +11 vs. AC; 1d8 + 6 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +9/+10 vs. AC; 1d8 + 2 damage (crit 10 + 1d8) (main)/1d6
+ 2 damage (off-hand).
Shortbow: Ranged 15/30; +11 vs. AC (twice); 1d8 + 2 damage.
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 15/30; +11 vs. AC; 3d8 + 6 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ● 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.
- ○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
- When the kobold ranger or an ally is attacked by a creature.
Targets the attacking creature.
Scimitar: +9 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
Shortbow:
Ranged 15/30; +11 vs. AC; 1d8 + 6 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering
attack.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the kobold ranger.
The kobold ranger can shift 1 square.
- 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 +9, Stealth +13
Str 15 (+5); Dex 19 (+7); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Kobold Two-Blade Ranger [Level 6 Skirmisher]
Small natural humanoid (reptile) [XP 250]
Initiative +6; Senses Perception +9
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 19, Will 16
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +10 vs. AC; 1d8 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +10/+10 vs. AC; 1d8 + 2 damage (crit 10 + 1d8) (main)/1d8
+ 2 damage (crit 10 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +10 vs. AC (twice); 1d8 + 2 damage.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +10/+10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8) (main)/1d8
+ 5 damage (crit 13 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +10 vs. AC (twice); 1d8 + 5 damage.
After
the first or the second attack, the kobold ranger can shift 2 squares.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The kobold ranger can shift 2 squares before making this attack. Two attacks on one creature.
Scimitar (main):
+10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8).
Scimitar (off hand): +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
Hit or Miss: After attacking the primary target, the kobold ranger can shift 2 squares and make a secondary
attack against a different creature. Secondary Attack: +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8) (off-hand).
- ● 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the kobold ranger can use this power to allow one ally
to avoid being surprised.
- 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 +9, Perception +9
Str 17 (+6); Dex 17 (+6); Wis 13 (+4);
Con 14 (+5); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Kobold Brawny Rogue [Level 6 Skirmisher]
Small natural humanoid (reptile) [XP 250]
Initiative +7; Senses Perception +3
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 21, Will 16
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +10 vs. AC; 1d6 + 4 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +12 vs. Reflex; 1d6 + 6 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +12 vs. AC; 2d6 + 6 damage, and the target grants combat advantage to the kobold rogue until the end of the kobold rogue’s
next turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +12 vs. Fortitude; 2d6 + 6 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ignoble Escape (move)
- If the kobold rogue is marked, end that condition. The kobold rogue can shift a number of squares equal to the kobold rogue’s
speed.
- ● 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 +12, Thievery +14
Str 15 (+5); Dex 19 (+7); Wis 11 (+3);
Con 14 (+5); Int 10 (+3); Cha 13 (+4)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Kobold Trickster Rogue [Level 6 Skirmisher]
Small natural humanoid (reptile) [XP 250]
Initiative +7; Senses Perception +8
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 21, Will 17
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 1d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 1d6 + 6 damage.
The kobold rogue can move 2 squares before the attack.
- ○ [M/R] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +12 vs. AC; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. AC; 2d6 + 6 damage.
Hit: Add +2 to the kobold rogue’s AC until the start of the kobold rogue’s next turn.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +12 vs. Fortitude; 2d6 + 6 damage.
Hand Crossbow: Ranged 10/20; +11 vs. Fortitude; 2d6 +
6 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ● Shifty (minor)
- The kobold rogue shifts 1 square.
- ● Chameleon (immediate interrupt)
- When the kobold rogue is hidden and loses cover or concealment against an opponent.
The kobold rogue makes a Stealth check. Until the end of the kobold rogue’s next turn, the kobold rogue remains hidden from
a creature with a clear line of sight to the kobold rogue if that creature does not beat the kobold rogue’s check result with
its Perception check. If at the end of the kobold rogue’s next turn, the kobold rogue is not behind cover or concealment against
a creature, that creature automatically notices the kobold rogue.
- 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 +14, Thievery +14
Str 13 (+4); Dex 19 (+7); Wis 11 (+3);
Con 14 (+5); Int 10 (+3); Cha 15 (+5)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Kobold Fey-Pact Warlock [Level 6 Skirmisher]
Small natural humanoid (reptile) [XP 250]
Initiative +4; Senses Perception +4
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 19; Fortitude 17, Reflex 18, Will 19
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +8 vs. Reflex; 1d10 + 5 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the kobold warlock is invisible to the target until the start of the kobold
warlock’s next turn.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +8 vs. Fortitude; 1d8 + 5 damage, and the target is immobilized until the end of the kobold warlock’s next
turn. Hit or Miss: The kobold warlock teleports 7 squares.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 2d6 + 5 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the kobold warlock’s choice (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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +10, Bluff +11
Str 10 (+3); Dex 13 (+4); Wis 12 (+4);
Con 15 (+5); Int 15 (+5); Cha 17 (+6)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Infernal-Pact Warlock [Level 6 Skirmisher]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +3
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 19; Fortitude 19, Reflex 18, Will 17
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +9 vs. Reflex; 1d6 + 6 fire damage. If the kobold warlock takes damage before the end of the kobold warlock’s next
turn, the target takes an extra 1d6 + 6 fire damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +9 vs. Reflex; 3d6 + 6 fire damage, and creatures adjacent to the target take 1d6 + 8 fire damage.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +9 vs. Reflex; 2d10 + 6 fire damage. Hit or Miss: The targets take 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The kobold warlock’s skin changes into living steel. The kobold warlock gains a +2 power bonus to AC and Fortitude defense
but take a –2 penalty to speed until the end of the encounter. The kobold warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The kobold warlock gains 6 temporary hit points.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +10, Intimidate +9
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 19 (+7); Int 15 (+5); Cha 13 (+4)
Equipment leather armor, mace
-1 Level / +1 Level
Kobold Star-Pact Warlock [Level 6 Skirmisher]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +3
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 19; Fortitude 19, Reflex 18, Will 18
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +9 vs. Reflex; 1d10 + 6 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +9 vs. Fortitude; 1d6 + 6 radiant damage. If the target moves nearer to the kobold warlock on its next turn, it
takes an extra 1d6 + 6 damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +9 vs. Fortitude; 2d8 + 6 cold damage, and the target grants combat advantage to the kobold warlock and any allies
until the end of the kobold warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end of
the kobold warlock’s next turn.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the kobold warlock’s next turn, blocking line
of sight. Creatures that enter the zone or start their turns there take 2d10 + 2 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +9 vs. Fortitude; 1d6 + 6 necrotic damage.
- ● 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +9, Insight +8
Str 10 (+3); Dex 14 (+5); Wis 11 (+3);
Con 19 (+7); Int 13 (+4); Cha 15 (+5)
Equipment leather armor, sickle
-1 Level / +1 Level
Kobold Inspiring Warlord [Level 6 Soldier (Leader)]
Small natural humanoid (reptile) [XP 250]
Initiative +6; Senses Perception +3
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 16, Will 18
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +10 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] Warlord’s Strike (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage, and all of the kobold warlord’s allies gain a +3 bonus to damage rolls against the target until
the end of the kobold warlord’s next turn.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +10 vs. AC; 3d10 + 5 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
2 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 2d6 hit points. This power
can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The kobold warlord and each ally within 5 squares regain 12 hit points.
- 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 5 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 +8, History +9
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 14 (+5); Int 13 (+4); Cha 15 (+5)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Kobold Tactical Warlord [Level 6 Soldier (Leader)]
Small natural humanoid (reptile) [XP 250]
Initiative +6; Senses Perception +3
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 19, Reflex 18, Will 17
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 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] Steel Monsoon (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and 2 allies within 5 squares of the kobold warlord can shift 1 square.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +10 vs. Reflex; 3d8 + 5 damage (crit 29 + 1d8). Hit or Miss: Until the end of the encounter, when the kobold warlord
is adjacent to the target and it walks or runs, the kobold warlord can cancel that movement as an immediate interrupt.
- ● 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 2d6 hit points. This power
can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +2 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +8, History +10
Str 17 (+6); Dex 13 (+4); Wis 10 (+3);
Con 14 (+5); Int 15 (+5); Cha 13 (+4)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Kobold Control Wizard [Level 6 Artillery]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +5
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 19
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +10 vs. AC; 1d4 + 4 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +8 vs. Fortitude; 1d6 + 5 cold damage, and the target is slowed until the end of the kobold wizard’s next turn.
- ○ [C] Color Spray (standard) ✦ Radiant
- Close blast 5; +8 vs. Will; 1d6 + 5 radiant damage, and the target is dazed until the end of the kobold wizard’s next turn.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +8 vs. Fortitude; 1d10 + 5 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the kobold wizard’s next turn. Creatures that enter the zone or start their
turns there take 1d10 + 5 poison damage. As a move action, the kobold wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- □ Invisibility (standard) ✦ Illusion
- The kobold wizard or one creature with 5 squares becomes invisible until the end of the kobold wizard’s next turn. If the
target attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the kobold wizard
can sustain the effect.
- ● 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 +11, Insight +10
Str 10 (+3); Dex 15 (+5); Wis 15 (+5);
Con 14 (+5); Int 17 (+6); Cha 11 (+3)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Kobold War Wizard [Level 6 Artillery]
Small natural humanoid (reptile) [XP 250]
Initiative +6; Senses Perception +4
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 18
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +11 vs. AC; 1d4 + 5 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +8 vs. Reflex; 1d6 + 5 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +8 vs. Reflex; 2d6 + 5 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +8 vs. Reflex; 3d6 + 5 fire damage. Miss: Half damage.
- □ Dimension Door (move) ✦ Teleportation
- The kobold wizard teleports 10 squares.
- ● 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 +11, History +11
Str 10 (+3); Dex 17 (+6); Wis 13 (+4);
Con 14 (+5); Int 17 (+6); Cha 11 (+3)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Kobold Isolating Avenger [Level 6 Skirmisher]
Small natural humanoid (reptile) [XP 250]
Initiative +4; Senses Perception +6
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 3 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 damage, and the kobold avenger shifts 1 square, sliding the target 1 square into the space the kobold
avenger occupied.
- ○ [M] Halo of Fire (standard) ✦ Fire, Weapon
- +11 vs. AC; 2d8 + 5 fire damage, and until the end of the kobold avenger’s next turn, any enemy that ends its turn adjacent
to the target takes 7 fire damage.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +11 vs. AC; 2d8 + 5 damage, and the kobold avenger is invisible to the target (save ends). Aftereffect: The kobold
avenger is invisible to the target until the end of the kobold avenger’s next turn. Miss: Half damage, and the kobold
avenger is invisible to the target until the end of the kobold avenger’s next turn.
- ○ [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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the kobold avenger.
If the kobold avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical
hit’s damage.
- 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 +9, Religion +10
Str 13 (+4); Dex 13 (+4); Wis 17 (+6);
Con 14 (+5); Int 15 (+5); Cha 10 (+3)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Kobold Pursuing Avenger [Level 6 Skirmisher]
Small natural humanoid (reptile) [XP 250]
Initiative +6; Senses Perception +6
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 18, Reflex 19, Will 19
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +10 vs. AC; 1d8 + 5 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 5 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] Sequestering Strike (standard) ✦ Teleportation, Weapon
- +11 vs. AC; 2d8 + 5 damage, and the kobold avenger teleports the target 4 squares. The kobold avenger then teleports to a
space adjacent to the target.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the kobold avenger hits the target with a divine power, the
target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the kobold avenger hits the target with a
divine power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the kobold avenger
hits the target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Aspect of Agility (move)
- The kobold avenger shifts 5 squares, and the kobold avenger gains a +2 bonus to AC and Reflex until the end of the kobold
avenger’s next turn.
- ○ [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 +8, Stealth +13
Str 13 (+4); Dex 17 (+6); Wis 17 (+6);
Con 14 (+5); Int 11 (+3); Cha 10 (+3)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Kobold Rageblood Barbarian [Level 6 Brute]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +8
HP 87; Bloodied 43
Healing Surges (+21 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 16
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d10 + 1d8 + 5 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] Blade Sweep (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage, and each enemy adjacent to the kobold barbarian takes 3 damage.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +10 vs. AC; 2d10 + 5 fire damage, and ongoing 5 fire damage (save ends). Miss: Half damage. Hit or Miss: The
kobold barbarian enters the rage of the silver phoenix. Until the rage ends, the kobold barbarian gains regeneration 3. In
addition, the first time the kobold barbarian drops to 0 hit points or fewer, the kobold barbarian can spend a healing surge
as an immediate interrupt.
- ● 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.
- □ Combat Surge (free)
- When the kobold barbarian misses with an attack.
Must be raging.
The kobold barbarian rerolls the attack.
- 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 +10, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 17 (+6); Int 10 (+3); Cha 13 (+4)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Thaneborn Barbarian [Level 6 Brute]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +8
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 21; Fortitude 20, Reflex 18, Will 17
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+10 vs. AC; 1d10 + 1d6 + 5 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] Daring Charge (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage. When charging, the kobold barbarian can use this power in place of a melee basic attack. If the
kobold barbarian charges, the kobold barbarian gains a +2 bonus to the attack roll and the damage roll for each opportunity
attack made against the kobold barbarian while the kobold barbarian charges. The kobold barbarian gains a +2 bonus to AC against
any opportunity attack the kobold barbarian provokes during the kobold barbarian’s charge.
- □ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the kobold barbarian as a free action. If it does so,
the kobold barbarian’s attack deals 1d10 damage extra cold damage.
+10 vs. AC; 3d10 + 5 cold damage. Miss: Half
damage. Hit or Miss: The kobold barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that hits
the kobold barbarian with a melee attack takes 5 cold damage.
- ● 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.
- □ Instinctive Charge (no action)
- When the kobold barbarian rolls initiative at the beginning of an encounter.
The kobold barbarian gains a +5 power bonus to the kobold barbarian’s initiative. The kobold barbarian also gains a +2 power
bonus to the kobold barbarian’s first attack roll during the encounter.
- 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 +10, Perception +8
Str 17 (+6); Dex 14 (+5); Wis 11 (+3);
Con 15 (+5); Int 10 (+3); Cha 15 (+5)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Cunning Bard [Level 6 Controller (Leader)]
Small natural humanoid (reptile) [XP 250]
Initiative +4; Senses Perception +8
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +8 vs. Will; 1d6 + 5 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the kobold
bard’s next turn.
- ○ [M] Cunning Ferocity (standard) ✦ Weapon
- +10 vs. Reflex; 1d8 + 5 damage (crit 13 + 1d8), and each ally within 5 squares of the kobold bard gains a +3 bonus to damage
rolls against the target until the end of the kobold bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +8 vs. Will; the target is dominated until the end of the kobold bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the kobold bard’s choice as a free action.
- ● 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 1d6 + 3 hit points. This power
can only be used once per round. The kobold bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the kobold bard.
Each ally within 10 squares missed by the triggering attack regains 5 hit points.
- 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 +10, Bluff +11
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 15 (+5); Int 15 (+5); Cha 17 (+6)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Kobold Valorous Bard [Level 6 Controller (Leader)]
Small natural humanoid (reptile) [XP 250]
Initiative +4; Senses Perception +8
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 22; Fortitude 18, Reflex 18, Will 19
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage (crit 11 + 1d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 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.
- ○ [M] Charger’s Call (standard) ✦ Weapon
- +10 vs. AC; 2d8 + 5 damage (crit 21 + 1d8), and each ally within 5 squares of the kobold bard gains a +4 bonus to attack rolls
while charging until the end of the kobold bard’s next turn.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +8 vs. Will; 2d6 + 5 psychic damage, and the target is affected by the kobold bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the kobold bard
than where it started its turn, the target takes 1d6 + 5 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The kobold bard pushes the target 3 squares.
- ● 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 1d6 + 3 hit points. This power
can only be used once per round. The kobold bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The kobold bard transfers one effect on the target that a save can end to the kobold bard
or to another ally with 5 squares. The new subject of the effect gains a +3 power bonus to saving throws against that effect.
- 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 +9, Athletics +8
Str 12 (+4); Dex 13 (+4); Wis 10 (+3);
Con 17 (+6); Int 13 (+4); Cha 17 (+6)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Kobold Guardian Druid [Level 6 Controller]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +6
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 21; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Fortitude; 1d6 + 2 cold damage, and the target slides 1 square.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +8 vs. Fortitude; 2d6 + 5 cold damage, the target is pushed 3 squares and is knocked prone.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The kobold druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and
must be on a solid surface, and it lasts until the end of the kobold druid’s next turn. The wall provides cover. A creature’s
line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs
3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 5
damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ● 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.
- ○ Camouflage Cloak (minor)
- The kobold druid or one ally within 5 squares becomes invisible until moving or until the end of the kobold druid’s next turn.
- 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 +11, Nature +11
Str 12 (+4); Dex 15 (+5); Wis 17 (+6);
Con 17 (+6); Int 11 (+3); Cha 10 (+3)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Predator Druid [Level 6 Controller]
Small natural humanoid (reptile) [XP 250]
Initiative +6; Senses Perception +11
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 21; Fortitude 17, Reflex 19, Will 19
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +8 vs. Reflex; 1d8 + 5 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; +8 vs. Reflex; 1d6 + 2 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] Predator’s Flurry (standard) ✦ Beast Form
- +8 vs. Reflex; 1d6 + 5 damage, and the primary target is dazed until the end of the kobold druid’s next turn. Hit or Miss:
The kobold druid shifts 3 squares and then make a secondary attack against one creature other than the primary target. Secondary
Attack: +8 vs. Reflex; 1d6 + 5 damage, and the secondary target is dazed until the end of the kobold druid’s next turn.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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.
- □ Stalker’s Eyes (minor)
- The kobold druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +11, Perception +11
Str 12 (+4); Dex 17 (+6); Wis 17 (+6);
Con 15 (+5); Int 11 (+3); Cha 10 (+3)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Preserving Invoker [Level 6 Artillery]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +6
HP 57; Bloodied 28
Healing Surges (+14 hp) ○
AC 20; Fortitude 18, Reflex 18, Will 19
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +8 vs. Reflex; 1d8 + 5 radiant damage, and the kobold invoker slides the target 1 square. The kobold invoker can
use this power as a ranged basic attack.
- ○ [R] Offering of Justice (standard) ✦ Radiant
- Ranged 10; if the target attacks the kobold invoker or the kobold invoker’s allies before the end of its next turn, the target
takes 2d10 + 5 radiant damage at the end of that turn. If the target doesn’t attack the kobold invoker or the kobold invoker’s
allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 5 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the kobold invoker’s next turn. Miss: Half damage, and the target is blinded until the end of
the kobold invoker’s next turn.
- □ Astral Step (move) ✦ Teleportation
- The kobold invoker and each ally within 5 squares teleports 5 squares.
- ● 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 +10, Religion +10
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 11 (+3)
Equipment hide armor, mace
-1 Level / +1 Level
Kobold Wrathful Invoker [Level 6 Artillery]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +6
HP 59; Bloodied 29
Healing Surges (+14 hp) ○
AC 21; Fortitude 19, Reflex 18, Will 19
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +8 vs. Fortitude; 1d10 + 5 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.
- ○ [A] Chains of Carceri (standard)
- Area burst 1 within 10; +8 vs. Reflex; 2d8 + 5 damage, and the target is slowed until the end of the kobold invoker’s next
turn.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +8 vs. Will; 2d6 + 5 psychic damage, and the target is pushed 3 squares. Miss: Half damage, and the
target is pushed 1 square.
- ● 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.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the kobold invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +10, Religion +9
Str 10 (+3); Dex 14 (+5); Wis 17 (+6);
Con 17 (+6); Int 13 (+4); Cha 11 (+3)
Equipment chainmail, mace
-1 Level / +1 Level
Kobold Bear Shaman [Level 6 Controller (Leader)]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +11
HP 73; Bloodied 36
Healing Surges (+18 hp) ○
AC 19; Fortitude 19, Reflex 17, Will 19
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Will; 1d8 + 5 damage, and each ally adjacent to the kobold shaman’s spirit companion gains 3 temporary
hit points.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +8 vs. Fortitude; 2d8 + 5 damage, and one ally adjacent to the kobold shaman’s spirit companion can spend
a healing surge and regains 3 additional hit points.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +8 vs. Will; 2d10 + 5 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
kobold shaman and the kobold shaman’s allies gain a +2 bonus to attack rolls against the target.
- ● 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 13 damage to the spirit, the spirit
disappears, and the kobold shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the kobold shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +8 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 +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 17 (+6); Int 13 (+4); Cha 10 (+3)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Panther Shaman [Level 6 Controller (Leader)]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +11
HP 71; Bloodied 35
Healing Surges (+17 hp) ○
AC 19; Fortitude 18, Reflex 17, Will 19
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +8 vs. Fortitude; 1d10 + 5 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] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +8 vs. Reflex; 1d10 + 5 lightning damage, until the end of the kobold shaman’s next turn, any ally adjacent to the
kobold shaman’s spirit companion can shift as a minor action. In addition, until the end of the kobold shaman’s next turn,
any ally ignores difficult terrain in the kobold shaman’s spirit companion’s space and in squares adjacent to it.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +8 vs. Reflex; 2d6 + 5 damage, and the kobold shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ● 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 13 damage to the spirit, the spirit
disappears, and the kobold shaman takes 8 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +8 vs. Reflex; 1d10 + 5 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 +11, Perception +11
Str 11 (+3); Dex 14 (+5); Wis 17 (+6);
Con 15 (+5); Int 15 (+5); Cha 10 (+3)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Chaos Sorcerer [Level 6 Artillery]
Small natural humanoid (reptile) [XP 250]
Initiative +6; Senses Perception +3
HP 56; Bloodied 28
Healing Surges (+14 hp) ○
AC 18; Fortitude 17, Reflex 18, Will 20
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +11 vs. AC; 1d4 + 5 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +8 vs. Will; 1d10 + 8 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:
+8 vs. Will; 1d6 + 5 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.
- ○ [R] Spectral Claw (standard) ✦ Force
- Ranged 10; +8 vs. Fortitude; 1d8 + 8 force damage, and the target is immobilized until the end of the kobold sorcerer’s next
turn. If the kobold sorcerer rolled an even number on the attack roll, the kobold sorcerer slides the target 3 squares.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +8 vs. Reflex; 3d10 + 8 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ● Shifty (minor)
- The kobold sorcerer shifts 1 square.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the kobold sorcerer is hit by an area or a close attack.
The kobold sorcerer teleports 5 squares.
- 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 +8, Bluff +11
Str 13 (+4); Dex 17 (+6); Wis 10 (+3);
Con 14 (+5); Int 11 (+3); Cha 17 (+6)
Equipment cloth armor, dagger
-1 Level / +1 Level
Kobold Dragon Sorcerer [Level 6 Skirmisher]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +3
HP 70; Bloodied 35
Healing Surges (+17 hp) ○
AC 17; Fortitude 17, Reflex 17, Will 20
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +8 vs. Reflex; 1d8 + 7 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] Poisonous Exhalation (standard) ✦ Poison
- Close blast 3; +8 vs. Fortitude; 2d8 + 7 poison damage, and the target takes a –2 penalty to Fortitude until the end of the
kobold sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +8 vs. Fortitude; 2d6 + 7 thunder damage. Hit or Miss: The kobold sorcerer jumps a number of squares
equal to the kobold sorcerer’s speed + 3. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +8 vs. Fortitude; 2d6 + 4 thunder damage, and the kobold sorcerer
pushes the secondary target 1 square.
- ● Shifty (minor)
- The kobold sorcerer shifts 1 square.
- ○ Sudden Scales (immediate interrupt)
- When the kobold sorcerer is hit by an attack.
The kobold sorcerer gains a +5 bonus to all defenses against the triggering attack.
- 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 +8, Athletics +10
Str 15 (+5); Dex 15 (+5); Wis 10 (+3);
Con 14 (+5); Int 11 (+3); Cha 17 (+6)
Equipment cloth armor, mace
-1 Level / +1 Level
Kobold Earth Warden [Level 6 Brute]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +9
HP 87; Bloodied 43
Healing Surges (+21 hp) ○
AC 23; Fortitude 19, Reflex 19, Will 17
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8), and the kobold warden gains a +1 power bonus to AC until the end of the kobold
warden’s next turn.
- ○ [M] Earthgrasp Strike (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 5 damage (crit 13 + 1d8), and the kobold warden knocks the target prone. The target can’t stand up until
the end of the kobold warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 +
5 damage.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the kobold warden teleports 5 squares. +10 vs. Reflex; 2d8 + 5 thunder damage (crit 21 + 1d8), and the
target is dazed (save ends). Miss: Half damage, and the target is dazed until the end of the kobold warden’s next turn.
- ● Shifty (minor)
- The kobold warden shifts 1 square.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the kobold warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the kobold warden uses another stance power.
- ● [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 +8, Perception +9
Str 17 (+6); Dex 14 (+5); Wis 13 (+4);
Con 17 (+6); Int 10 (+3); Cha 11 (+3)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Wild Warden [Level 6 Brute]
Small natural humanoid (reptile) [XP 250]
Initiative +5; Senses Perception +10
HP 85; Bloodied 42
Healing Surges (+21 hp) ○
AC 20; Fortitude 19, Reflex 17, Will 18
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 5 damage, and the target is slowed until the end of the kobold warden’s next turn.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +10 vs. AC; 2d10 + 5 damage. If the target shifts before the start of the kobold warden’s next turn, the kobold warden shifts
3 squares as an immediate reaction.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the kobold warden can see; +10 vs. Reflex; 1d10 + 5 poison damage, and the target takes ongoing
5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save ends).
- ● Shifty (minor)
- The kobold warden shifts 1 square.
- ● [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; +10 vs. Fortitude; 1d10 + 5 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the kobold warden drops to 0 hit points or fewer.
The kobold warden regains hit points as if the kobold warden had spent a healing surge.
- 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 +10, Perception +10
Str 17 (+6); Dex 14 (+5); Wis 15 (+5);
Con 15 (+5); Int 10 (+3); Cha 11 (+3)
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.