Kobold NPCs [Level 9]
Kobold Battle Cleric [Level 9 Controller (Leader)]
Small natural humanoid (reptile) [XP 400]
Initiative +5; Senses Perception +7
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 21, Reflex 18, Will 22
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target
until the end of the kobold cleric’s next turn.
- ○ [M] Awe Strike (standard) ✦ Fear, Weapon
- +13 vs. Will; 1d8 + 7 damage, and the target is immobilized until the end of the kobold cleric’s next turn.
- □ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
- Close burst 2; targets visible enemies; +13 vs. Fortitude; 2d8 + 7 radiant damage, and the target is pushed 1 square. Hit
or Miss: Until the end of the encounter, the kobold cleric gains regeneration 5, and the kobold cleric and each ally within
the burst gain a +2 power bonus to AC.
- □ 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 +12, Religion +9
Str 18 (+8); Dex 13 (+5); Wis 16 (+7);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Devoted Cleric [Level 9 Controller (Leader)]
Small natural humanoid (reptile) [XP 400]
Initiative +5; Senses Perception +8
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 18, Will 23
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +11 vs. Reflex; 1d8 + 7 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] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +11 vs. Will; 2d8 + 7 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the kobold
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +11 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- □ 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 +13, Religion +9
Str 13 (+5); Dex 13 (+5); Wis 18 (+8);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Greatweapon Fighter [Level 9 Soldier]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +5
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 23, Reflex 19, Will 18
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage. Miss: 4 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the kobold fighter. A target
that cannot end adjacent to the kobold fighter is not pulled. The kobold fighter then makes a close attack targeting each
adjacent enemy: +13 vs. AC; 1d10 + 7 damage.
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +13 vs. AC; 2d10 + 7 damage, and the kobold fighter slides the target 1 square. Miss:
Half damage.
- ● 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 +13, Intimidate +9
Str 18 (+8); Dex 15 (+6); Wis 12 (+5);
Con 18 (+8); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Kobold Guardian Fighter [Level 9 Soldier]
Small natural humanoid (reptile) [XP 400]
Initiative +8; Senses Perception +5
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 26; Fortitude 23, Reflex 23, Will 18
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+13 vs. AC; 1d8 + 7 damage (crit 15 + 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] Iron Bulwark (standard) ✦ Weapon
- +13 vs. AC; 2d8 + 7 damage (crit 23 + 1d8). Hit or Miss: The kobold fighter gains a +2 power bonus to AC until the
end of the kobold fighter’s next turn.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +13 vs. AC; 3d8 + 7 damage (crit 31 + 1d8), and the target is slowed (save ends). 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 +10, Intimidate +9
Str 18 (+8); Dex 18 (+8); Wis 12 (+5);
Con 15 (+6); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Avenging Paladin [Level 9 Soldier]
Small natural humanoid (reptile) [XP 400]
Initiative +5; Senses Perception +5
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 25; Fortitude 22, Reflex 19, Will 21
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +14 vs. AC; 1d8 + 7 radiant damage. If the kobold paladin has marked the target, the kobold paladin gains a +1 bonus to the
damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +14 vs. AC; 2d8 + 7 thunder damage, and the target is knocked prone. If the target is marked by the kobold paladin, the attack
can score a critical hit on a roll of 19–20.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +10 vs. Will; 2d8 + 6 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ● 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.
- □ Wrath of the Gods (minor)
- The kobold paladin and each adjacent ally add +3 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 +12, Religion +9
Str 18 (+8); Dex 13 (+5); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Kobold Protecting Paladin [Level 9 Soldier]
Small natural humanoid (reptile) [XP 400]
Initiative +5; Senses Perception +5
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 27; Fortitude 21, Reflex 21, Will 22
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage (crit 14 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8), and the kobold paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +11 vs. Will; 2d10 + 7 damage, and the target is pulled 1 square.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +11 vs. Fortitude; 1d10 + 7 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- ● 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 7 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 +13, Religion +9
Str 16 (+7); Dex 13 (+5); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 18 (+8)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Archer Ranger [Level 9 Skirmisher]
Small natural humanoid (reptile) [XP 400]
Initiative +9; Senses Perception +10
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 25; Fortitude 21, Reflex 23, Will 18
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage (crit 14 + 1d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +14 vs. AC; 1d8 + 8 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +12/+13 vs. AC; 1d8 + 3 damage (crit 11 + 1d8) (main)/1d6
+ 3 damage (off-hand).
Shortbow: Ranged 15/30; +14 vs. AC (twice); 1d8 + 3 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 15/30; one attack each on one or two creatures; +14 vs. AC; 2d8 + 8 damage (first shot) and 1d8 + 8 damage (second
shot).
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The kobold ranger can move at full speed. At any point during the move, the kobold ranger can make two attacks.
Scimitar:
+12 vs. AC; 3d8 + 6 damage (crit 30 + 1d8).
Shortbow: Ranged 15/30; +14 vs. AC; 3d8 + 8 damage.
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.
- ○ 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 +10, Stealth +15
Str 16 (+7); Dex 20 (+9); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Kobold Two-Blade Ranger [Level 9 Skirmisher]
Small natural humanoid (reptile) [XP 400]
Initiative +8; Senses Perception +10
HP 99; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 22, Reflex 22, Will 18
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +13 vs. AC; 1d8 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +13/+13 vs. AC; 1d8 + 3 damage (crit 11 + 1d8) (main)/1d8
+ 3 damage (crit 11 + 1d8) (off-hand).
Shortbow: Ranged 15/30; +13 vs. AC (twice); 1d8 + 3 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar (main): +13 vs. AC; 2d8 + 7 damage (crit 23 + 1d8).
Scimitar
(off hand): +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +13 vs. AC; 2d8 + 7 damage (crit 23 + 1d8). Miss: Half damage.
- ● 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 +10, Perception +10
Str 18 (+8); Dex 18 (+8); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Kobold Brawny Rogue [Level 9 Skirmisher]
Small natural humanoid (reptile) [XP 400]
Initiative +9; Senses Perception +4
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 20, Reflex 24, Will 18
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +15 vs. Reflex; 1d6 + 8 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +15 vs. Fortitude; 1d6 + 8 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the kobold
rogue’s next turn.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +15 vs. Fortitude; 2d6 + 8 damage, and the target takes ongoing 8 damage and grants combat advantage to the kobold rogue (save
ends both). 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 +14, Thievery +16
Str 16 (+7); Dex 20 (+9); Wis 11 (+4);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Kobold Trickster Rogue [Level 9 Skirmisher]
Small natural humanoid (reptile) [XP 400]
Initiative +9; Senses Perception +9
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 24, Will 20
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
The kobold rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +15 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +15 vs. Fortitude; 2d6 + 8 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed until the end of the kobold rogue’s
next turn.
- ● 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 +16, Thievery +16
Str 13 (+5); Dex 20 (+9); Wis 11 (+4);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Kobold Fey-Pact Warlock [Level 9 Skirmisher]
Small natural humanoid (reptile) [XP 400]
Initiative +5; Senses Perception +5
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 21, Will 22
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 1d6 + 7 psychic damage, and the kobold warlock is invisible to the target until the start of the
kobold warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +11 vs. Will; 1d10 + 7 psychic damage, and the kobold warlock and all allies in range are invisible to the target
until the end of the kobold warlock’s next turn. Hit or Miss: The kobold warlock gains a +3 power bonus to Stealth
checks until the end of the encounter.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +11 vs. Reflex; 2d8 + 7 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the kobold warlock can
no longer sustain this power.
- ● 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 +12, Bluff +13
Str 10 (+4); Dex 13 (+5); Wis 12 (+5);
Con 15 (+6); Int 16 (+7); Cha 18 (+8)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Infernal-Pact Warlock [Level 9 Skirmisher]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +4
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 22; Fortitude 22, Reflex 21, Will 19
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +12 vs. Reflex; 1d6 + 8 fire damage. If the kobold warlock takes damage before the end of the kobold warlock’s
next turn, the target takes an extra 1d6 + 8 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +12 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +12 vs. Reflex; 3d10 + 8 damage, and the target is immobilized (save ends). Miss: Half damage, and the target
is not immobilized.
- ● 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 9 temporary hit points.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +12, Intimidate +10
Str 10 (+4); Dex 14 (+6); Wis 11 (+4);
Con 20 (+9); Int 16 (+7); Cha 13 (+5)
Equipment leather armor, mace
-1 Level / +1 Level
Kobold Star-Pact Warlock [Level 9 Skirmisher]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +4
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 21; Fortitude 22, Reflex 20, Will 21
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +12 vs. Fortitude; 1d6 + 8 radiant damage. If the target moves nearer to the kobold warlock on its next turn, it
takes an extra 1d6 + 8 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +10 vs. Will; 2d6 + 6 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -1 penalty to both rolls.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +12 vs. Will; 2d10 + 8 psychic damage, and the kobold warlock teleports the target to an unoccupied square within
3 squares of the kobold warlock. Sustain Minor: Make a +12 vs. Will attack against the target. On a hit, the kobold
warlock teleports the target to an unoccupied square within 3 squares of the kobold warlock. On a miss, the effect 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.
- □ 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, Insight +9
Str 10 (+4); Dex 14 (+6); Wis 11 (+4);
Con 20 (+9); Int 13 (+5); Cha 16 (+7)
Equipment leather armor, sickle
-1 Level / +1 Level
Kobold Inspiring Warlord [Level 9 Soldier (Leader)]
Small natural humanoid (reptile) [XP 400]
Initiative +7; Senses Perception +4
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 22, Reflex 18, Will 21
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +13 vs. Fortitude; 4 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 +3 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] Sunder Armor (standard) ✦ Weapon
- +13 vs. AC; 2d10 + 7 damage. Until the end of the kobold warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] White Raven Strike (standard) ✦ Weapon
- +13 vs. AC; 3d10 + 7 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
kobold warlord dropped the target to 0 hit points or fewer with this attack, add +3 to the temporary hit points the kobold
warlord’s allies gain.
- ● 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 13 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 7 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 +9, History +10
Str 18 (+8); Dex 13 (+5); Wis 10 (+4);
Con 14 (+6); Int 13 (+5); Cha 16 (+7)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Kobold Tactical Warlord [Level 9 Soldier (Leader)]
Small natural humanoid (reptile) [XP 400]
Initiative +7; Senses Perception +4
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 22, Reflex 21, Will 19
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 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] Surprise Attack (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8), and an ally within 5 squares of the kobold warlord makes a basic attack with combat
advantage as a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Knock Them Down (standard) ✦ Weapon
- +13 vs. AC; 3d8 + 7 damage (crit 31 + 1d8), and the target is knocked prone. Every ally within 10 squares of the kobold warlord
can move 3 squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal
no damage but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
- ● 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 +3 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 +3 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 +9, History +12
Str 18 (+8); Dex 13 (+5); Wis 10 (+4);
Con 14 (+6); Int 16 (+7); Cha 13 (+5)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Kobold Control Wizard [Level 9 Artillery]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +7
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 22
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +12 vs. AC; 1d4 + 5 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +11 vs. Fortitude; 1d6 + 7 cold damage, and the target is slowed until the end of the kobold wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +11 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +11 vs. Reflex; 2d12 + 7 lightning 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).
- □ 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 -3 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 +13, Insight +12
Str 10 (+4); Dex 15 (+6); Wis 16 (+7);
Con 14 (+6); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Kobold War Wizard [Level 9 Artillery]
Small natural humanoid (reptile) [XP 400]
Initiative +8; Senses Perception +5
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 20
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d4 + 7 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +11 vs. Reflex; 1d6 + 7 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +11 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +11 vs. Reflex; 1d6 + 7 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +11 vs. Fortitude; 2d8 + 7 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- □ 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 +4 bonus to a single attack roll.
- Trap Sense
- The kobold wizard gains a +2 bonus to all defenses against traps.
Skills Arcana +13, History +13
Str 10 (+4); Dex 18 (+8); Wis 13 (+5);
Con 14 (+6); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Kobold Isolating Avenger [Level 9 Skirmisher]
Small natural humanoid (reptile) [XP 400]
Initiative +5; Senses Perception +8
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 22
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and the kobold avenger shifts 1 square, sliding the target 1 square into the space the kobold
avenger occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +14 vs. AC; 1d8 + 7 damage, and the kobold avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +14 vs. AC; 3d8 + 7 damage, and the kobold avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the
kobold avenger makes a saving throw.
- ○ [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 +3
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 +10, Religion +12
Str 13 (+5); Dex 13 (+5); Wis 18 (+8);
Con 14 (+6); Int 16 (+7); Cha 10 (+4)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Kobold Pursuing Avenger [Level 9 Skirmisher]
Small natural humanoid (reptile) [XP 400]
Initiative +8; Senses Perception +8
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 22
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +13 vs. AC; 1d8 + 7 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and if the target doesn’t end its next turn adjacent to the kobold avenger, the kobold avenger
can shift 5 squares as a free action. The kobold avenger must end that shift closer to the target.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 7 damage. Before the attack, the kobold avenger gains phasing until the end of the kobold avenger’s turn,
and the kobold avenger shifts 6 squares.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the kobold avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The kobold avenger
must end this movement closer to the target.
- ○ 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 +6
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 +9, Stealth +15
Str 13 (+5); Dex 18 (+8); Wis 18 (+8);
Con 14 (+6); Int 11 (+4); Cha 10 (+4)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Kobold Rageblood Barbarian [Level 9 Brute]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +9
HP 118; Bloodied 59
Healing Surges (+29 hp) ○
AC 23; Fortitude 23, Reflex 20, Will 18
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d10 + 1d8 + 7 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] Tide of Blood (standard) ✦ Weapon
- +13 vs. AC; 2d10 + 7 damage. The attack deals 1 extra damage for each enemy within 4 squares of the kobold barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +13 vs. AC; 3d10 + 7 damage, and the target is knocked prone. Miss: Half damage. Hit or Miss: The kobold barbarian
enters the rage of the oak hammer. Until the rage ends, whenever the kobold barbarian hits a target with a melee attack, the
kobold barbarian knocks that target prone. If that target is already prone, the attack instead deals an extra +4 damage.
- ● 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 4 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 +12, Perception +9
Str 18 (+8); Dex 14 (+6); Wis 11 (+4);
Con 18 (+8); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Thaneborn Barbarian [Level 9 Brute]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +9
HP 115; Bloodied 57
Healing Surges (+28 hp) ○
AC 23; Fortitude 23, Reflex 20, Will 20
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d10 + 1d6 + 7 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +13 vs. AC; 2d10 + 7 acid damage, and ongoing 5 acid damage (save ends). Miss: Half damage. Hit or Miss: The
kobold barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the kobold barbarian’s
turns, each enemy adjacent to the kobold barbarian is blinded until the end of the kobold barbarian’s turn.
- ● 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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the kobold barbarian hits or misses the kobold barbarian.
Targets the triggering enemy; +16 vs. AC; 3d10 + 7 damage.
- □ 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 +3 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 +12, Perception +9
Str 18 (+8); Dex 14 (+6); Wis 11 (+4);
Con 15 (+6); Int 10 (+4); Cha 16 (+7)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Cunning Bard [Level 9 Controller (Leader)]
Small natural humanoid (reptile) [XP 400]
Initiative +5; Senses Perception +9
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 22
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 1d6 + 7 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the kobold
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +11 vs. Will; 2d8 + 7 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the kobold bard’s next turn.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 3d8 + 7 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack
rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage,
and the target can’t take opportunity actions 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 1d6 + 4 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 7 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 8 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 +12, Bluff +13
Str 12 (+5); Dex 13 (+5); Wis 10 (+4);
Con 15 (+6); Int 16 (+7); Cha 18 (+8)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Kobold Valorous Bard [Level 9 Controller (Leader)]
Small natural humanoid (reptile) [XP 400]
Initiative +5; Senses Perception +9
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 22
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage (crit 12 + 1d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 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] Scorpion’s Claw Strike (standard) ✦ Weapon
- +13 vs. AC; 2d8 + 7 damage (crit 23 + 1d8), and the kobold bard slides an ally who is adjacent to the target to another space
adjacent to it. Until the end of the kobold bard’s next turn, the ally also gains a +4 power bonus to AC.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +13 vs. AC; 3d8 + 7 thunder damage (crit 31 + 1d8), and the kobold bard slides the target 2 squares. Hit or Miss: Until
the end of the encounter, whenever the kobold bard hits a target with an at-will attack power, the kobold bard slides the
target 2 squares to a space that must be adjacent to at least one of the kobold bard’s allies.
- ● 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 + 4 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 +4 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 5 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 +10, Athletics +9
Str 12 (+5); Dex 13 (+5); Wis 10 (+4);
Con 18 (+8); Int 13 (+5); Cha 18 (+8)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Kobold Guardian Druid [Level 9 Controller]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +8
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 22
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +11 vs. Reflex; 1d8 + 7 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; +11 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage, and the kobold druid pulls each creature within 3 squares of the target 1 square.
If the kobold druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 4 damage.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +11 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant
damage. Miss: 1d10 + 7 radiant 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.
- ○ 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 +13, Nature +13
Str 12 (+5); Dex 15 (+6); Wis 18 (+8);
Con 18 (+8); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Predator Druid [Level 9 Controller]
Small natural humanoid (reptile) [XP 400]
Initiative +8; Senses Perception +13
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 22
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +10 vs. AC; 1d8 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +11 vs. Reflex; 1d8 + 7 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; +11 vs. Reflex; 1d6 + 3 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 4 fire damage.
- ○ [M] Latch On (standard) ✦ Beast Form
- +11 vs. Reflex; 2d10 + 7 damage, and the kobold druid grabs the target. The target takes a -4 penalty to checks to escape
the grab.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +11 vs. Reflex; 2d8 + 7 damage, the kobold druid knocks the target prone, and it can’t stand up (save ends). Miss:
Half damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the kobold druid gains a
+2 bonus to attack rolls against prone targets. In addition, whenever the kobold druid hits an enemy with a melee attack while
the kobold druid is in beast form, the kobold druid can knock that enemy prone.
- ● 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 +13, Perception +13
Str 12 (+5); Dex 18 (+8); Wis 18 (+8);
Con 15 (+6); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Preserving Invoker [Level 9 Artillery]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +8
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 22
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +11 vs. Reflex; 1d8 + 7 radiant damage, and the kobold invoker slides the target 1 square. The kobold invoker can
use this power as a ranged basic attack.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +11 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 4 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +11 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the kobold invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses
the kobold invoker takes 5 psychic damage.
- □ Astral Step (move) ✦ Teleportation
- The kobold invoker and each ally within 5 squares teleports 6 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 +3 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 +12, Religion +12
Str 10 (+4); Dex 14 (+6); Wis 18 (+8);
Con 15 (+6); Int 16 (+7); Cha 11 (+4)
Equipment hide armor, mace
-1 Level / +1 Level
Kobold Wrathful Invoker [Level 9 Artillery]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +8
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 22, Reflex 20, Will 22
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+4 radiant damage. The kobold invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +16 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 3 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +11 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the kobold invoker’s next turn. Any creature that starts its turn within
the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ● 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 4 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 +12, Religion +10
Str 10 (+4); Dex 14 (+6); Wis 18 (+8);
Con 18 (+8); Int 13 (+5); Cha 11 (+4)
Equipment chainmail, mace
-1 Level / +1 Level
Kobold Bear Shaman [Level 9 Controller (Leader)]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +13
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 21; Fortitude 22, Reflex 19, Will 22
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Will; 1d8 + 7 damage, and each ally adjacent to the kobold shaman’s spirit companion gains 4 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +11 vs. Fortitude; 1d10 + 7 cold damage, and before the end of the kobold shaman’s next turn, as an immediate interrupt,
the kobold shaman can grant an ally adjacent to the kobold shaman’s spirit companion a +7 bonus to AC against an attack that
hits.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +11 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ● 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 14 damage to the spirit, the spirit
disappears, and the kobold shaman takes 9 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; +11 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the kobold shaman’s spirit
companion regains 4 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 4 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 +13, Perception +13
Str 11 (+4); Dex 14 (+6); Wis 18 (+8);
Con 18 (+8); Int 13 (+5); Cha 10 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Panther Shaman [Level 9 Controller (Leader)]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +13
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 20, Reflex 20, Will 22
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Fortitude; 1d10 + 7 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Will; 2d10 + 7 damage, and until the end of the kobold shaman’s next turn, any ally adjacent to the
kobold shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +11 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The kobold shaman and each ally
within 10 squares of the kobold shaman regains 5 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 14 damage to the spirit, the spirit
disappears, and the kobold shaman takes 9 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; +11 vs. Reflex; 1d10 + 7 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 +3 bonus to damage rolls against bloodied enemies.
Skills Nature +13, Perception +13
Str 11 (+4); Dex 14 (+6); Wis 18 (+8);
Con 15 (+6); Int 16 (+7); Cha 10 (+4)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Chaos Sorcerer [Level 9 Artillery]
Small natural humanoid (reptile) [XP 400]
Initiative +8; Senses Perception +4
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 23
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d4 + 7 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +11 vs. Will; 1d10 + 11 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:
+11 vs. Will; 1d6 + 7 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +11 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The kobold sorcerer teleports each
target hit by the attack to any other space within the burst.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +11 vs. Fortitude; 2d10 + 11 poison damage. Hit or Miss: The kobold sorcerer slides the target 4 squares.
The target is poisonous to the kobold sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts
its turn adjacent to the target takes 1d10 + 7 poison damage. If the kobold sorcerer rolled an even number on the attack roll,
any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 7 poison damage.
- ● 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 6 squares.
- Trap Sense
- The kobold sorcerer gains a +2 bonus to all defenses against traps.
- Chaos Power
- The kobold sorcerer gains a +4 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 +9, Bluff +13
Str 13 (+5); Dex 18 (+8); Wis 10 (+4);
Con 14 (+6); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, dagger
-1 Level / +1 Level
Kobold Dragon Sorcerer [Level 9 Skirmisher]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +4
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 19, Will 23
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +11 vs. Reflex; 1d8 + 10 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 3 fire damage.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +11 vs. Fortitude; 2d8 + 10 cold damage, and the kobold sorcerer knocks the target prone.
The target also takes a –2 penalty to Fortitude until the end of the kobold sorcerer’s next turn.
- □ [C] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +11 vs. Fortitude; 2d6 + 10 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The kobold sorcerer gains a +3 power bonus to AC until the end of the encounter.
- ● 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 +6 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 +3 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 +9, Athletics +12
Str 16 (+7); Dex 15 (+6); Wis 10 (+4);
Con 14 (+6); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, mace
-1 Level / +1 Level
Kobold Earth Warden [Level 9 Brute]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +10
HP 118; Bloodied 59
Healing Surges (+29 hp) ○
AC 26; Fortitude 22, Reflex 21, Will 19
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 7 damage (crit 15 + 1d8), and the kobold warden gains a +1 power bonus to AC until the end of the kobold
warden’s next turn.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +13 vs. Fortitude; 2d8 + 7 damage (crit 23 + 1d8), and the target takes a –5 penalty to melee attack rolls 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.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The kobold warden assumes the guardian form of the oak sentinel until the end of the encounter. While the kobold warden is
in this form, the kobold warden’s melee reach increases by 1. In addition, any enemy that hits the kobold warden with a melee
attack takes 4 damage. 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 within the kobold warden’s reach makes a melee attack against the
kobold warden’s ally.
Secondary Attack: targets the triggering enemy; +13 vs. AC; 2d8 + 7 damage (crit 23 +
1d8). Miss: Half damage. Hit or Miss: The kobold warden becomes the target of the triggering attack, even if
the kobold warden is not within that attack’s range.
- ● [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 +4 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 +10, Perception +10
Str 18 (+8); Dex 14 (+6); Wis 13 (+5);
Con 18 (+8); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Wild Warden [Level 9 Brute]
Small natural humanoid (reptile) [XP 400]
Initiative +6; Senses Perception +12
HP 115; Bloodied 57
Healing Surges (+28 hp) ○
AC 23; Fortitude 22, Reflex 19, Will 21
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage, and the target is slowed until the end of the kobold warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +13 vs. AC; 2d10 + 7 damage, and the kobold warden slides the target 1 square. The kobold warden can slide the target into
a second creature’s space and then slide the second creature 1 square. Both the target and the second creature take 3 psychic
damage.
- ● Shifty (minor)
- The kobold warden shifts 1 square.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The kobold warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the kobold warden
is in this form, the kobold warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage.
In addition, the kobold warden can use the kobold warden’s second wind as a minor 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: +13 vs. AC; 1d10 + 7 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; +13 vs. Fortitude; 1d10 + 7 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 -3
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 +12, Perception +12
Str 18 (+8); Dex 14 (+6); Wis 16 (+7);
Con 15 (+6); Int 10 (+4); Cha 11 (+4)
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.