Kobold NPCs [Level 13]

Kobold Battle Cleric [Level 13 Controller (Leader)]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +9
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 27; Fortitude 25, Reflex 23, Will 26
Speed 5

● [m] Mace (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 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] Arc of the Righteous (standard) ✦ Lightning, Weapon
+17 vs. AC; 2d8 + 9 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack: +17 vs. AC; 1d8 + 9 lightning damage.
○ [R] Plague of Doom (standard)
Ranged 10; +14 vs. Fortitude; 3d8 + 8 damage, and the target takes a -2 penalty to all defenses until the end of the kobold cleric’s next turn.
Mass Cure Light Wounds (standard) ✦ Healing
The kobold cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +2 hit points.
Shifty (minor)
The kobold cleric shifts 1 square.
○○ Healing Word (minor) ✦ Healing
The kobold cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +14, Religion +11
Str 19 (+10); Dex 14 (+8); Wis 17 (+9);
Con 15 (+8); Int 11 (+6); Cha 14 (+8)
Equipment chainmail, mace, javelin

-1 Level / +1 Level

Kobold Devoted Cleric [Level 13 Controller (Leader)]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +10
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 27; Fortitude 23, Reflex 23, Will 27
Speed 5

● [m] Mace (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 7 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +15 vs. Reflex; 1d8 + 9 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] Plague of Doom (standard)
Ranged 10; +15 vs. Fortitude; 3d8 + 9 damage, and the target takes a -3 penalty to all defenses until the end of the kobold cleric’s next turn.
□ [A] Flame Strike (standard) ✦ Fire
Area burst 2 within 10; targets enemies; +15 vs. Reflex; 2d10 + 9 fire damage, and ongoing 9 fire damage (save ends). Miss: Half damage, and no ongoing fire damage.
Mass Cure Light Wounds (standard) ✦ Healing
The kobold cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +3 hit points.
Shifty (minor)
The kobold cleric shifts 1 square.
○○ Healing Word (minor) ✦ Healing
The kobold cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +15, Religion +11
Str 14 (+8); Dex 14 (+8); Wis 19 (+10);
Con 15 (+8); Int 11 (+6); Cha 17 (+9)
Equipment chainmail, mace, javelin

-1 Level / +1 Level

Kobold Greatweapon Fighter [Level 13 Soldier]

Small natural humanoid (reptile) [XP 800]

Initiative +9; Senses Perception +7
HP 131; Bloodied 65
Healing Surges (+32 hp) ○○
AC 28; Fortitude 27, Reflex 24, Will 22
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+17 vs. AC; 1d10 + 9 damage.
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +17 vs. AC; 1d6 + 9 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+17 vs. AC; 1d10 + 9 damage. Miss: 4 damage.
○ [M] Giant’s Wake (standard) ✦ Weapon
+17 vs. AC; 2d10 + 13 damage, and make a secondary attack against each enemy adjacent to the primary target and within the kobold fighter’s melee reach. Secondary Attack: +17 vs. AC; 1d10 + 13 damage.
□ [C] Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +17 vs. AC; 2d10 + 9 damage, and the kobold fighter slides the target 1 square. Miss: Half damage.
Shifty (minor)
The kobold fighter shifts 1 square.
Into the Fray (minor)
The kobold fighter can move 3 squares, as long as the move ends adjacent to an enemy.
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 +15, Intimidate +12
Str 19 (+10); Dex 16 (+9); Wis 13 (+7);
Con 19 (+10); Int 11 (+6); Cha 12 (+7)
Equipment scale armor, battleaxe, handaxe

-1 Level / +1 Level

Kobold Guardian Fighter [Level 13 Soldier]

Small natural humanoid (reptile) [XP 800]

Initiative +10; Senses Perception +7
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 30; Fortitude 27, Reflex 27, Will 22
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8), 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] Storm of Blows (standard) ✦ Weapon
+17 vs. AC; 1d8 + 13 damage (crit 21 + 2d8). Hit or Miss: After the attack, the kobold fighter can shift 1 square and repeat the attack against another target within reach. The kobold fighter can then shift 1 square and repeat the attack against a third target within reach. After the final attack, the kobold fighter can shift 1 square.
□ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
Close burst 1; targets visible enemies; +17 vs. AC; 3d8 + 9 damage (crit 33 + 2d8), and the target is slowed (save ends). Miss: The power is not expended.
Shifty (minor)
The kobold fighter shifts 1 square.
Stalwart Guard (minor) ✦ Stance
Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the kobold fighter. 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 Heal +12, Intimidate +12
Str 19 (+10); Dex 19 (+10); Wis 13 (+7);
Con 16 (+9); Int 11 (+6); Cha 12 (+7)
Equipment scale armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Kobold Avenging Paladin [Level 13 Soldier]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +8
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 29; Fortitude 26, Reflex 24, Will 25
Speed 5

● [m] Longsword (standard) ✦ Weapon
+18 vs. AC; 1d8 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+18 vs. AC; 1d8 + 9 radiant damage. If the kobold paladin has marked the target, the kobold paladin gains a +2 bonus to the damage roll.
○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
+18 vs. AC; 3d8 + 9 radiant damage, and the target is marked until the end of the kobold paladin’s next turn. The kobold paladin can fly 2 squares and must charge as part of this attack.
□ [C] One Stands Alone (standard) ✦ Radiant
Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +14 vs. Will; 2d8 + 8 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 9 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.
Cleansing Spirit (minor)
The kobold paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
□□ Lay on Hands (minor) ✦ Healing
The kobold paladin spends a healing surge but regains no hit points. Instead, one creature touched by the kobold paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Trap Sense
The kobold paladin gains a +2 bonus to all defenses against traps.

Skills Intimidate +14, Religion +11
Str 19 (+10); Dex 14 (+8); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 17 (+9)
Equipment plate armor, longsword, javelin

-1 Level / +1 Level

Kobold Protecting Paladin [Level 13 Soldier]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +8
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 31; Fortitude 25, Reflex 26, Will 26
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage (crit 16 + 2d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +16 vs. AC; 1d6 + 8 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8), and the kobold paladin gains 2 temporary hit points.
○ [M] Renewing Smite (standard) ✦ Healing, Weapon
+17 vs. AC; 2d8 + 9 damage (crit 25 + 2d8), and one ally within 5 squares of the kobold paladin regains 12 hit points.
□ [R] Radiant Pulse (standard) ✦ Radiant
Ranged 10; +15 vs. Fortitude; 1d10 + 9 radiant damage, and make a secondary against each enemy adjacent to the primary target. Secondary Attack: +15 vs. Fortitude; 1d10 + 9 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.
Turn the Tide (standard)
The kobold paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
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 10 radiant damage. The kobold paladin must engage the target by attacking it or ending the turn adjacent to it, or the mark ends. The mark also ends if the kobold paladin challenges another target. Divine Challenge can only be used once per round.
□□ Lay on Hands (minor) ✦ Healing
The kobold paladin spends a healing surge but regains no hit points. Instead, one creature touched by the kobold paladin regains hit points as if it had spent a healing surge. This power can only be used once per round.
Trap Sense
The kobold paladin gains a +2 bonus to all defenses against traps.

Skills Intimidate +15, Religion +11
Str 17 (+9); Dex 14 (+8); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 19 (+10)
Equipment plate armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Kobold Archer Ranger [Level 13 Skirmisher]

Small natural humanoid (reptile) [XP 800]

Initiative +11; Senses Perception +13
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 23
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage (crit 16 + 2d8).
● [m] Off-hand Short Sword (standard) ✦ Weapon
+17 vs. AC; 1d6 + 8 damage.
● [r] Shortbow (standard) ✦ Weapon
Ranged 15/30; +18 vs. AC; 1d8 + 10 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Short Sword: +16/+17 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d6 + 5 damage (off-hand).
Shortbow: Ranged 15/30; +18 vs. AC (twice); 1d8 + 5 damage.
○ [M/R] Pinning Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Short Sword: +16/+17 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d6 + 5 damage (off-hand).
Shortbow: Ranged 15/30; +18 vs. AC (twice); 1d8 + 5 damage.
Hit: The target is immobilized until the start of the kobold ranger’s next turn.
□ [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: +16 vs. AC; 3d8 + 8 damage (crit 32 + 2d8).
Shortbow: Ranged 15/30; +18 vs. AC; 3d8 + 10 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 2d6 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.
Open the Range (immediate interrupt)
When an enemy moves adjacent to the kobold ranger.
The kobold ranger can shift 1 square and then move 3 squares. The kobold ranger cannot end the move adjacent to the triggering enemy.
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 +13, Stealth +17
Str 17 (+9); Dex 21 (+11); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 12 (+7)
Equipment hide armor, scimitar, short sword, shortbow

-1 Level / +1 Level

Kobold Two-Blade Ranger [Level 13 Skirmisher]

Small natural humanoid (reptile) [XP 800]

Initiative +10; Senses Perception +13
HP 137; Bloodied 68
Healing Surges (+34 hp) ○○
AC 28; Fortitude 26, Reflex 26, Will 23
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
● [m] Off-hand Scimitar (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
● [r] Shortbow (standard) ✦ Weapon
Ranged 15/30; +17 vs. AC; 1d8 + 9 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Scimitar: +17/+17 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d8 + 5 damage (crit 13 + 2d8) (off-hand).
Shortbow: Ranged 15/30; +17 vs. AC (twice); 1d8 + 5 damage.
○ [M] Armor Splinter (standard) ✦ Weapon
Two attacks on one creature.
Scimitar (main): +17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
Scimitar (off hand): +17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
If one attack hits, the target takes a -2 penalty to AC until the end of the kobold ranger’s next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the kobold ranger’s next turn.
□ [C] Swirling Leaves of Steel (standard) ✦ Weapon
Close burst 1; targets visible enemies; +17 vs. AC; 2d8 + 9 damage (crit 25 + 2d8). 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 2d6 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.
Expeditious Stride (minor)
Until the end of the kobold ranger’s next turn, the kobold ranger’s speed increases by 4, and the kobold ranger can shift 1 additional square when shifting.
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 +10 hit points.

Skills Nature +13, Perception +13
Str 19 (+10); Dex 19 (+10); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 12 (+7)
Equipment hide armor, scimitar, scimitar, shortbow

-1 Level / +1 Level

Kobold Brawny Rogue [Level 13 Skirmisher]

Small natural humanoid (reptile) [XP 800]

Initiative +11; Senses Perception +7
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 28; Fortitude 24, Reflex 28, Will 23
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+17 vs. AC; 1d6 + 8 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +19 vs. AC; 1d6 + 10 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+19 vs. Reflex; 1d6 + 10 damage.
○ [M] Unbalancing Attack (standard) ✦ Weapon
+19 vs. AC; 3d6 + 10 damage, and the target cannot shift until the end of the kobold rogue’s next turn. If the target provokes an opportunity attack from the kobold rogue before the start of the kobold rogue’s next turn, the kobold rogue gains a +3 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
□ [M] Crimson Edge (standard) ✦ Weapon
+19 vs. Fortitude; 2d6 + 10 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.
Certain Freedom (move)
The kobold rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
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 3d6 damage.

Skills Acrobatics +16, Thievery +18
Str 17 (+9); Dex 21 (+11); Wis 12 (+7);
Con 15 (+8); Int 11 (+6); Cha 14 (+8)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Kobold Trickster Rogue [Level 13 Skirmisher]

Small natural humanoid (reptile) [XP 800]

Initiative +11; Senses Perception +12
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 28; Fortitude 23, Reflex 28, Will 24
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+16 vs. AC; 1d6 + 7 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 10 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +19 vs. AC; 1d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +18 vs. AC; 1d6 + 10 damage.
The kobold rogue can move 2 squares before the attack.
○ [M/R] Tornado Strike (standard) ✦ Weapon
Targets one or two creatures, one attack per target.
Short Sword: +19 vs. AC; 2d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +18 vs. AC; 2d6 + 10 damage.
Hit: The target slides 2 squares. Hit or Miss: The kobold rogue can move 3 squares after making the attack.
□ [M] Knockout (standard) ✦ Weapon
+19 vs. Fortitude; 2d6 + 10 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.
Shadow Stride (move)
The kobold rogue must be hidden to use this power. The kobold rogue can move at full speed and must end the movement in a space where the kobold rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful, the kobold rogue remains during the movement, even if the kobold rogue has no cover or concealment during it.
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 3d6 damage.

Skills Stealth +18, Thievery +18
Str 14 (+8); Dex 21 (+11); Wis 12 (+7);
Con 15 (+8); Int 11 (+6); Cha 17 (+9)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Kobold Fey-Pact Warlock [Level 13 Skirmisher]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +7
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 26; Fortitude 24, Reflex 25, Will 26
Speed 6

● [m] Spear (standard) ✦ Weapon
+13 vs. AC; 1d8 + 5 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +15 vs. Reflex; 1d10 + 9 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +15 vs. Will; 1d6 + 9 psychic damage, and the kobold warlock is invisible to the target until the start of the kobold warlock’s next turn.
○ [R] Bewitching Whispers (standard) ✦ Charm
Ranged 10; +15 vs. Will; until the end of the kobold warlock’s next turn, the target treats all creatures as enemies for the purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +3 power bonus to these attack rolls.
□ [R] Curse of the Black Frost (standard) ✦ Cold
Ranged 10; +15 vs. Reflex; 2d8 + 9 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 5 cold damage (save ends). Sustain Minor: The target takes 2d8 + 5 cold damage. If the target saves, the kobold warlock can no longer sustain this power.
Warlock’s Leap (move) ✦ Teleportation
The kobold warlock can teleport 6 squares, even without a line of sight to the destination. If the kobold warlock attempts to teleport to a space the kobold warlock can’t occupy, the power fails.
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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The kobold warlock can only curse one target per turn.
Misty Step (free)
When a cursed enemy is reduced to 0 hit points or less.
The kobold warlock can immediately teleport 3 squares.
Trap Sense
The kobold warlock gains a +2 bonus to all defenses against traps.

Skills Arcana +14, Bluff +15
Str 11 (+6); Dex 14 (+8); Wis 13 (+7);
Con 16 (+9); Int 17 (+9); Cha 19 (+10)
Equipment leather armor, spear

-1 Level / +1 Level

Kobold Infernal-Pact Warlock [Level 13 Skirmisher]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +7
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 26; Fortitude 26, Reflex 25, Will 24
Speed 6

● [m] Mace (standard) ✦ Weapon
+13 vs. AC; 1d8 + 5 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +16 vs. Reflex; 1d10 + 10 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +16 vs. Reflex; 1d6 + 10 fire damage. If the kobold warlock takes damage before the end of the kobold warlock’s next turn, the target takes an extra 1d6 + 10 fire damage.
○ [R] Soul Flaying (standard) ✦ Necrotic
Ranged 10; +16 vs. Will; 2d8 + 13 necrotic damage, and the target is weakened until the end of the kobold warlock’s next turn.
□ [R] Iron Spike of Dis (standard)
Ranged 10; +16 vs. Reflex; 3d10 + 10 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 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. The kobold warlock can only curse one target per turn.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The kobold warlock gains 13 temporary hit points.
Shielding Shades (immediate reaction)
When the kobold warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Trap Sense
The kobold warlock gains a +2 bonus to all defenses against traps.

Skills Arcana +14, Intimidate +13
Str 11 (+6); Dex 15 (+8); Wis 12 (+7);
Con 21 (+11); Int 17 (+9); Cha 14 (+8)
Equipment leather armor, mace

-1 Level / +1 Level

Kobold Star-Pact Warlock [Level 13 Skirmisher]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +7
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 25; Fortitude 26, Reflex 24, Will 25
Speed 6

● [m] Sickle (standard) ✦ Weapon
+13 vs. AC; 1d6 + 5 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +16 vs. Reflex; 1d10 + 10 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +16 vs. Fortitude; 1d6 + 10 radiant damage. If the target moves nearer to the kobold warlock on its next turn, it takes an extra 1d6 + 10 damage.
○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
Ranged 10; +16 vs. Fortitude; 2d10 + 10 damage (choose cold or radiant damage), and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +16 vs. Reflex; 1d10 + 12 damage (choose cold or radiant damage).
□ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
Ranged 10; +16 vs. Will; 2d10 + 10 psychic damage, and the kobold warlock teleports the target to an unoccupied square within 3 squares of the kobold warlock. Sustain Minor: Make a +16 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 2d6 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.
Shielding Shades (immediate reaction)
When the kobold warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Trap Sense
The kobold warlock gains a +2 bonus to all defenses against traps.

Skills Arcana +13, Insight +12
Str 11 (+6); Dex 15 (+8); Wis 12 (+7);
Con 21 (+11); Int 14 (+8); Cha 17 (+9)
Equipment leather armor, sickle

-1 Level / +1 Level

Kobold Inspiring Warlord [Level 13 Soldier (Leader)]

Small natural humanoid (reptile) [XP 800]

Initiative +10; Senses Perception +6
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 27; Fortitude 26, Reflex 23, Will 25
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+17 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
● [M] Furious Smash (standard) ✦ Weapon
+17 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] Bolstering Blow (standard) ✦ Weapon
+17 vs. AC; 3d10 + 9 damage, and the kobold warlord grants 13 temporary hit points to an ally within 5 squares.
□ [M] White Raven Strike (standard) ✦ Weapon
+17 vs. AC; 3d10 + 9 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.
Defensive Rally (standard) ✦ Healing
Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of the kobold warlord’s next turn.
Shifty (minor)
The kobold warlord shifts 1 square.
○○ Inspiring Word (minor) ✦ Healing
The kobold warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 hit points. This power can only be used once per round.
Trap Sense
The kobold warlord gains a +2 bonus to all defenses against traps.
Inspiring Presence
When an ally who can see the kobold warlord spends an action point to take an extra action, that ally also regains 9 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 +11, History +13
Str 19 (+10); Dex 14 (+8); Wis 11 (+6);
Con 15 (+8); Int 14 (+8); Cha 17 (+9)
Equipment chainmail, battleaxe, javelin

-1 Level / +1 Level

Kobold Tactical Warlord [Level 13 Soldier (Leader)]

Small natural humanoid (reptile) [XP 800]

Initiative +10; Senses Perception +6
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 28; Fortitude 26, Reflex 25, Will 24
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8). 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] Beat Them into the Ground (standard) ✦ Weapon
+17 vs. Fortitude; 2d8 + 9 damage (crit 25 + 2d8), the target is knocked prone, and every ally within 5 squares of the kobold warlord makes a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone on a hit. The kobold warlord’s allies have a +3 power bonus to these attack rolls.
□ [M] Iron Dragon Charge (standard) ✦ Weapon
Must charge as part of this attack.
+17 vs. AC; 3d8 + 9 damage (crit 33 + 2d8). Hit or Miss: Until the end of the encounter, as an immediate reaction, an ally of the kobold warlord’s choice within 5 squares of the kobold warlord can charge a target that the kobold warlord charges.
Shifty (minor)
The kobold warlord shifts 1 square.
○○ Inspiring Word (minor) ✦ Healing
The kobold warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 hit points. This power can only be used once per round.
Tactical Shift (immediate interrupt)
When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 4 squares.
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 +11, History +14
Str 19 (+10); Dex 14 (+8); Wis 11 (+6);
Con 15 (+8); Int 17 (+9); Cha 14 (+8)
Equipment hide armor, light shield, scimitar, javelin

-1 Level / +1 Level

Kobold Control Wizard [Level 13 Artillery]

Small natural humanoid (reptile) [XP 800]

Initiative +9; Senses Perception +9
HP 99; Bloodied 49
Healing Surges (+24 hp) ○○
AC 25; Fortitude 23, Reflex 25, Will 26
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +17 vs. AC; 1d4 + 8 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +15 vs. Fortitude; 1d6 + 9 cold damage, and the target is slowed until the end of the kobold wizard’s next turn.
○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
Ranged 10; targets one, two, or three creatures, one attack per target; +15 vs. Will; 2d6 + 9 psychic damage, and the target is immobilized until the end of the kobold wizard’s next turn. If the kobold wizard targets only one creature with this power, the kobold wizard gains a +4 power bonus to the attack roll.
□ [R] Lightning Serpent (standard) ✦ Lightning, Poison
Ranged 10; +15 vs. Reflex; 2d12 + 9 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).
Shifty (minor)
The kobold wizard shifts 1 square.
Mirror Image (minor) ✦ Illusion
Three duplicate images appear in the kobold wizard’s space, and the kobold wizard gains a +6 power bonus to AC. Each time an attack misses the kobold wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all the kobold wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
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 +15, Insight +14
Str 11 (+6); Dex 16 (+9); Wis 17 (+9);
Con 15 (+8); Int 19 (+10); Cha 12 (+7)
Equipment cloth armor, dagger, orb

-1 Level / +1 Level

Kobold War Wizard [Level 13 Artillery]

Small natural humanoid (reptile) [XP 800]

Initiative +10; Senses Perception +8
HP 99; Bloodied 49
Healing Surges (+24 hp) ○○
AC 25; Fortitude 23, Reflex 25, Will 25
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +18 vs. AC; 1d4 + 9 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +15 vs. Reflex; 1d6 + 9 fire damage.
○ [C] Thunderlance (standard) ✦ Thunder
Close blast 5; +15 vs. Reflex; 4d6 + 9 thunder damage, and the target is pushed 4 squares.
□ [A] Ice Storm (standard) ✦ Cold, Zone
Area burst 3 within 20; +15 vs. Fortitude; 2d8 + 9 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.
Shifty (minor)
The kobold wizard shifts 1 square.
Blur (minor) ✦ Illusion
Until the end of the encounter, the kobold wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away from the kobold wizard cannot see the kobold wizard.
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 +15, History +15
Str 11 (+6); Dex 19 (+10); Wis 14 (+8);
Con 15 (+8); Int 19 (+10); Cha 12 (+7)
Equipment cloth armor, dagger, wand

-1 Level / +1 Level

Kobold Isolating Avenger [Level 13 Skirmisher]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +10
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 27; Fortitude 24, Reflex 25, Will 26
Speed 6

● [m] Longsword (standard) ✦ Weapon
+16 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 7 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+18 vs. AC; 1d8 + 9 damage, and the kobold avenger shifts 1 square, sliding the target 1 square into the space the kobold avenger occupied.
○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
+18 vs. Will; 2d8 + 9 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts until the end of the kobold avenger’s next turn or until the kobold avenger dismisses it as a minor action. Any enemy that enters the zone is dazed until the end of the kobold avenger’s next turn. Hit or Miss: Until the end of the kobold avenger’s next turn, the kobold avenger gains a +1 bonus to attack rolls against the target.
□ [M] Enduring Strike (standard) ✦ Weapon
+18 vs. AC; 3d8 + 9 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.
River of Life (minor) ✦ Healing
The kobold avenger gains regeneration 5 until the end of the encounter.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the kobold avenger makes an attack roll against the kobold avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Trap Sense
The kobold avenger gains a +2 bonus to all defenses against traps.
Censure of Retribution
When any enemy other than the kobold avenger’s oath of enmity target hits the kobold avenger, the kobold avenger gains a +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 +13, Religion +14
Str 14 (+8); Dex 14 (+8); Wis 19 (+10);
Con 15 (+8); Int 17 (+9); Cha 11 (+6)
Equipment cloth armor, longsword, javelin, holy symbol

-1 Level / +1 Level

Kobold Pursuing Avenger [Level 13 Skirmisher]

Small natural humanoid (reptile) [XP 800]

Initiative +10; Senses Perception +10
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 28; Fortitude 24, Reflex 26, Will 26
Speed 6

● [m] Longsword (standard) ✦ Weapon
+16 vs. AC; 1d8 + 7 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +17 vs. AC; 1d8 + 9 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+18 vs. AC; 1d8 + 9 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.
○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
Ranged 10; +15 vs. Will; 2d8 + 9 thunder damage, and the kobold avenger teleports the target 5 squares. The kobold avenger then teleports to a space adjacent to the target. Until the end of the kobold avenger’s next turn, any enemy that ends its turn adjacent to the kobold avenger takes 4 thunder damage.
□ [M] Oath of Pursuit (standard) ✦ Weapon
+18 vs. AC; 2d8 + 9 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.
○ [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.
Avenger’s Readiness (no action)
When the kobold avenger rolls initiative at the beginning of an encounter.
The kobold avenger gains a +5 power bonus to the initiative check. The kobold avenger shifts 3 squares as a free action when the first creature in the initiative order starts its turn, even if the kobold avenger is surprised.
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 +8 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 +12, Stealth +17
Str 14 (+8); Dex 19 (+10); Wis 19 (+10);
Con 15 (+8); Int 12 (+7); Cha 11 (+6)
Equipment cloth armor, longsword, crossbow, holy symbol

-1 Level / +1 Level

Kobold Rageblood Barbarian [Level 13 Brute]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +12
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 28; Fortitude 27, Reflex 25, Will 23
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+17 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+17 vs. AC; 1d10 + 2d8 + 9 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.
○ [C] Blade Whirlwind (standard) ✦ Weapon
Close burst 1; targets visible enemies; +17 vs. AC; 2d10 + 9 damage and the target is pushed 1 square.
□ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
+17 vs. AC; 3d10 + 9 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.
Deny Death (immediate interrupt)
When the kobold barbarian drops to 0 hit points or fewer and doesn’t die.
The kobold barbarian is dying but don’t fall unconscious because of that condition. At the end of the kobold barbarian’s next turn, the kobold barbarian falls unconscious if the kobold barbarian is still dying.
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 9 temporary hit points.
Barbarian Agility
While the kobold barbarian is not wearing heavy armor, the kobold barbarian gains a +2 bonus to AC and Reflex.

Skills Athletics +14, Perception +12
Str 19 (+10); Dex 15 (+8); Wis 12 (+7);
Con 19 (+10); Int 11 (+6); Cha 14 (+8)
Equipment hide armor, battleaxe, javelin

-1 Level / +1 Level

Kobold Thaneborn Barbarian [Level 13 Brute]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +12
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 28; Fortitude 27, Reflex 25, Will 24
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+17 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+17 vs. AC; 1d10 + 2d6 + 9 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] Terror’s Cry (standard) ✦ Fear, Weapon
+17 vs. Fortitude; 3d10 + 9 damage. Make a secondary attack against each adjacent enemy. Secondary Attack: +16 vs. Will; the secondary target moves 2 squares away from the kobold barbarian as a free action and takes a –3 penalty to attack rolls until the end of the kobold barbarian’s next turn.
□ [M] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
+17 vs. AC; 2d10 + 9 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.
Mountain Roots (immediate interrupt) ✦ Stance
When the kobold barbarian is pulled, pushed, or slid.
The kobold barbarian negates the forced movement. Until the stance ends, the kobold barbarian can negate forced movement against the kobold barbarian. Stance: This power lasts until the end of the encounter or until the kobold barbarian uses another stance power.
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 +2 bonus to AC and Reflex.

Skills Athletics +14, Perception +12
Str 19 (+10); Dex 15 (+8); Wis 12 (+7);
Con 16 (+9); Int 11 (+6); Cha 17 (+9)
Equipment hide armor, battleaxe, javelin

-1 Level / +1 Level

Kobold Cunning Bard [Level 13 Controller (Leader)]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +11
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 28; Fortitude 24, Reflex 26, Will 26
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage (crit 14 + 2d8).
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +15 vs. Will; 1d6 + 9 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the kobold bard’s next turn.
○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
Ranged 10; +15 vs. Will; 1d10 + 9 psychic damage. Until the end of the kobold bard’s next turn, any attack the target makes provokes opportunity attacks and the target takes a -3 penalty to attack rolls.
□ [R] Hideous Laughter (standard) ✦ Charm, Psychic
Ranged 10; +15 vs. Will; 3d8 + 9 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 10 squares can spend a healing surge and regain an additional 2d6 + 4 hit points. This power can only be used once per round. The kobold bard can also slide the target 1 square.
Illusory Erasure (minor) ✦ Illusion
One ally within 10 squares becomes invisible until the end of the kobold bard’s next turn, and the kobold bard slides the target 2 squares.
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 +14, Bluff +15
Str 13 (+7); Dex 14 (+8); Wis 11 (+6);
Con 16 (+9); Int 17 (+9); Cha 19 (+10)
Equipment hide armor, light shield, scimitar

-1 Level / +1 Level

Kobold Valorous Bard [Level 13 Controller (Leader)]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +11
HP 131; Bloodied 65
Healing Surges (+32 hp) ○○
AC 28; Fortitude 25, Reflex 25, Will 26
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage (crit 14 + 2d8).
● [M] Guiding Strike (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8), 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] Earthquake Strike (standard) ✦ Weapon
+17 vs. AC; 2d8 + 9 damage (crit 25 + 2d8), and the kobold bard knocks the target prone. Until the end of the kobold bard’s next turn, each ally within 10 squares of the kobold bard can knock prone any creature he or she hits and gains a +4 bonus to damage rolls.
□ [M] Thunder Blade (standard) ✦ Thunder, Weapon
+17 vs. AC; 3d8 + 9 thunder damage (crit 33 + 2d8), 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 10 squares can spend a healing surge and regain an additional 2d6 + 4 hit points. This power can only be used once per round. The kobold bard can also slide the target 1 square.
Word of Life (immediate reaction) ✦ Healing
When an enemy attack reduces an ally within 20 squares of the kobold bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the kobold bard’s next turn.
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 7 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 +13, Athletics +11
Str 13 (+7); Dex 14 (+8); Wis 11 (+6);
Con 19 (+10); Int 14 (+8); Cha 19 (+10)
Equipment chainmail, light shield, scimitar

-1 Level / +1 Level

Kobold Guardian Druid [Level 13 Controller]

Small natural humanoid (reptile) [XP 800]

Initiative +9; Senses Perception +10
HP 131; Bloodied 65
Healing Surges (+32 hp) ○○
AC 28; Fortitude 25, Reflex 25, Will 26
Speed 6

● [m] Spear (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+15 vs. Reflex; 1d8 + 9 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; +15 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
○ [C] Tidal Surge (standard)
Close blast 5; +15 vs. Fortitude; 2d6 + 9 damage, and the kobold druid slides the target 3 squares.
□ [A] Sunbeam (standard) ✦ Radiant
Area burst 1 within 10; targets enemies; +15 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 9 radiant damage. Miss: 1d10 + 9 radiant damage.
Feywild Sojourn (move) ✦ Teleportation
The kobold druid teleports to a safe place in the Feywild. While the kobold druid is there, the kobold druid can’t take any actions other than using the kobold druid’s second wind and wild shape. At the end of the kobold druid’s next turn or as a move action before then, the kobold druid reappears in an unoccupied space within 10 squares of the space the kobold druid left.
Shifty (minor)
The kobold druid shifts 1 square.
Wild Shape (minor) ✦ Polymorph
The kobold druid changes from the kobold druid’s humanoid form to beast form or vice versa. When the kobold druid changes from beast form back to the kobold druid’s humanoid form, the kobold druid shifts 1 square. While the kobold druid is in beast form, the kobold druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the kobold druid can sustain such powers. The kobold druid can use this power once per round.
Trap Sense
The kobold druid gains a +2 bonus to all defenses against traps.
Primal Guardian
While the kobold druid is not wearing heavy armor, the kobold druid can use the kobold druid’s Constitution modifier in place of the kobold druid’s Dexterity or Intelligence modifier to determine the kobold druid’s AC.

Skills Heal +15, Nature +15
Str 13 (+7); Dex 16 (+9); Wis 19 (+10);
Con 19 (+10); Int 12 (+7); Cha 11 (+6)
Equipment hide armor, spear

-1 Level / +1 Level

Kobold Predator Druid [Level 13 Controller]

Small natural humanoid (reptile) [XP 800]

Initiative +10; Senses Perception +15
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 28; Fortitude 24, Reflex 26, Will 26
Speed 7

● [m] Spear (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+15 vs. Reflex; 1d8 + 9 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; +15 vs. Reflex; 1d6 + 5 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] Claws of Retribution (standard) ✦ Beast Form
+15 vs. Reflex; 2d6 + 9 damage, and until the end of the kobold druid’s next turn, the kobold druid can make a melee basic attack with a +4 attack bonus as an opportunity action against any enemy adjacent to the kobold druid that hits or misses with an attack.
□ [M] Primal Wolf (standard) ✦ Beast Form
+15 vs. Reflex; 2d8 + 9 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.
Armor of the Wild (minor) ✦ Beast Form
Until the end of the encounter, while the kobold druid is in beast form, the kobold druid gains resist 3 to all damage.
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 +15, Perception +15
Str 13 (+7); Dex 19 (+10); Wis 19 (+10);
Con 16 (+9); Int 12 (+7); Cha 11 (+6)
Equipment hide armor, spear

-1 Level / +1 Level

Kobold Preserving Invoker [Level 13 Artillery]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +10
HP 100; Bloodied 50
Healing Surges (+25 hp) ○○
AC 27; Fortitude 25, Reflex 25, Will 26
Speed 6

● [m] Mace (standard) ✦ Weapon
+13 vs. AC; 1d8 + 5 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +15 vs. Reflex; 1d8 + 9 radiant damage, and the kobold invoker slides the target 1 square. The kobold invoker can use this power as a ranged basic attack.
○ [A] Winds of Celestia (standard)
Area burst 1 within 10; targets enemies; +15 vs. Fortitude; 3d6 + 9 damage, and the kobold invoker either slides the target 4 squares or the kobold invoker slides the target 1 square and knocks it prone.
□ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
Close burst 10; targets enemies; +15 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.
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.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the kobold invoker makes an attack roll against the kobold invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
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 +14, Religion +14
Str 11 (+6); Dex 15 (+8); Wis 19 (+10);
Con 16 (+9); Int 17 (+9); Cha 12 (+7)
Equipment hide armor, mace

-1 Level / +1 Level

Kobold Wrathful Invoker [Level 13 Artillery]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +10
HP 103; Bloodied 51
Healing Surges (+25 hp) ○○
AC 27; Fortitude 26, Reflex 24, Will 26
Speed 5

● [m] Mace (standard) ✦ Weapon
+13 vs. AC; 1d8 + 5 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +15 vs. Fortitude; 1d10 + 9 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.
○ [R] Seal of the Heretic (standard)
Ranged 10; targets one, two, or three creatures; +15 vs. Will; 2d8 + 9 damage, or 3d8 + 9 damage if the kobold invoker targets only one creature. The target takes a –5 penalty to all saving throws until the end of the kobold invoker’s next turn.
□ [A] Cerulean Flames (standard) ✦ Radiant, Zone
Area burst 1 within 10; +15 vs. Reflex; 3d6 + 9 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 1d6+4 radiant damage and is pushed 2 squares.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the kobold invoker makes an attack roll against the kobold invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
Trap Sense
The kobold invoker gains a +2 bonus to all defenses against traps.
Covenant of Wrath
When the kobold invoker uses a divine encounter or daily attack power on the kobold invoker’s turn, the kobold invoker gains a bonus to the damage roll equal to 1 for each enemy the kobold invoker attacks with the power.

Skills Endurance +14, Religion +13
Str 11 (+6); Dex 15 (+8); Wis 19 (+10);
Con 19 (+10); Int 14 (+8); Cha 12 (+7)
Equipment chainmail, mace

-1 Level / +1 Level

Kobold Bear Shaman [Level 13 Controller (Leader)]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +15
HP 131; Bloodied 65
Healing Surges (+32 hp) ○○
AC 25; Fortitude 26, Reflex 23, Will 26
Speed 6

● [m] Spear (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +15 vs. Will; 1d8 + 9 damage, and each ally adjacent to the kobold shaman’s spirit companion gains 4 temporary hit points.
○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
Spirit melee 1; +15 vs. Fortitude; 2d6 + 9 damage. Until the end of the kobold shaman’s next turn, the kobold shaman and the kobold shaman’s allies gain resist 8 to all damage while adjacent to the kobold shaman’s spirit companion.
□ [R] Clever Trickster Spirit (standard) ✦ Psychic
Ranged 10; +15 vs. Will; 2d8 + 9 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 16 damage to the spirit, the spirit disappears, and the kobold shaman takes 11 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 3d6 hit points. This power can only be used once per round.
Rock Shield Spirits (minor) ✦ Zone
Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the kobold shaman can move the zone 5 squares.
● [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; +15 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 +15, Perception +15
Str 12 (+7); Dex 15 (+8); Wis 19 (+10);
Con 19 (+10); Int 14 (+8); Cha 11 (+6)
Equipment leather armor, spear

-1 Level / +1 Level

Kobold Panther Shaman [Level 13 Controller (Leader)]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +15
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 26; Fortitude 25, Reflex 24, Will 26
Speed 6

● [m] Spear (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +15 vs. Fortitude; 1d10 + 9 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 Laughing Fortune (standard) ✦ Spirit
Spirit melee 1; +15 vs. Reflex; 2d10 + 9 damage. Until the start of the kobold shaman’s next turn, if an ally adjacent to the kobold shaman’s spirit companion misses with an attack, the kobold shaman can use an immediate interrupt to allow that ally to reroll the attack with a +3 bonus to the attack roll.
□ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
Ranged 10; +15 vs. Fortitude; 3d6 + 9 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 16 damage to the spirit, the spirit disappears, and the kobold shaman takes 11 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 3d6 hit points. This power can only be used once per round.
● [M] Spirit’s Fangs (opportunity) ✦ Spirit
When an enemy leaves a square adjacent to the kobold shaman’s spirit companion without shifting.
Targets triggering enemy; +15 vs. Reflex; 1d10 + 9 damage.
Spirit Summons (free)
Until the end of the encounter, the kobold shaman can use the kobold shaman’s call spirit companion power to conjure a second spirit companion. When the kobold shaman attacks with a spirit power, the kobold shaman chooses which spirit companion to use for the attack. When an effect applies to creatures adjacent to the kobold shaman’s spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
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 +15, Perception +15
Str 12 (+7); Dex 15 (+8); Wis 19 (+10);
Con 16 (+9); Int 17 (+9); Cha 11 (+6)
Equipment leather armor, spear

-1 Level / +1 Level

Kobold Chaos Sorcerer [Level 13 Artillery]

Small natural humanoid (reptile) [XP 800]

Initiative +10; Senses Perception +6
HP 99; Bloodied 49
Healing Surges (+24 hp) ○○
AC 25; Fortitude 23, Reflex 25, Will 27
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +18 vs. AC; 1d4 + 9 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +15 vs. Will; 1d10 + 15 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: +15 vs. Will; 1d6 + 11 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] Mind Hammer (standard) ✦ Psychic
Ranged 10; +15 vs. Will; 2d10 + 15 psychic damage, and the kobold sorcerer knocks the target prone. If the kobold sorcerer rolled an even number on the attack roll, the target can’t stand up until the end of the kobold sorcerer’s next turn. If the kobold sorcerer rolled an odd number on the attack roll, the kobold sorcerer slides the target 4 squares.
□ [R] Contagious Curse (standard) ✦ Poison
Ranged 10; +15 vs. Fortitude; 2d10 + 15 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 + 11 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 + 11 poison damage.
Shifty (minor)
The kobold sorcerer shifts 1 square.
Chaos Link (immediate reaction)
When the kobold sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
Trap Sense
The kobold sorcerer gains a +2 bonus to all defenses against traps.
Chaos Power
The kobold sorcerer gains a +6 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 +12, Bluff +15
Str 14 (+8); Dex 19 (+10); Wis 11 (+6);
Con 15 (+8); Int 12 (+7); Cha 19 (+10)
Equipment cloth armor, dagger

-1 Level / +1 Level

Kobold Dragon Sorcerer [Level 13 Skirmisher]

Small natural humanoid (reptile) [XP 800]

Initiative +9; Senses Perception +6
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 24; Fortitude 24, Reflex 24, Will 27
Speed 6

● [m] Mace (standard) ✦ Weapon
+16 vs. AC; 1d8 + 8 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +15 vs. Reflex; 1d8 + 14 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] Thunder Breath (standard) ✦ Thunder
Close blast 3; +15 vs. Fortitude; 2d6 + 14 thunder damage, and the target is dazed and slowed until the end of the kobold sorcerer’s next turn.
□ [C] Adamantine Echo (standard) ✦ Thunder
Close blast 3; +15 vs. Fortitude; 2d6 + 14 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.
Invert Resistance (minor)
Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance against (save ends both).
Trap Sense
The kobold sorcerer gains a +2 bonus to all defenses against traps.
Draconic Power
The kobold sorcerer gains a +5 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 +12, Athletics +14
Str 17 (+9); Dex 16 (+9); Wis 11 (+6);
Con 15 (+8); Int 12 (+7); Cha 19 (+10)
Equipment cloth armor, mace

-1 Level / +1 Level

Kobold Earth Warden [Level 13 Brute]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +13
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 30; Fortitude 26, Reflex 25, Will 24
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+17 vs. AC; 1d8 + 9 damage (crit 17 + 2d8), and the kobold warden gains a +1 power bonus to AC until the end of the kobold warden’s next turn.
○ [M] Ponderous Strike (standard) ✦ Weapon
+17 vs. AC; 3d8 + 9 damage (crit 33 + 2d8). Hit or Miss: The target provokes an opportunity attack from the kobold warden if it shifts before the end of the kobold warden’s next turn.
Shifty (minor)
The kobold warden shifts 1 square.
Shield of Stone (minor)
The kobold warden slides one ally within 5 squares by 5 squares. Until the end of the kobold warden’s next turn, that ally gains resist 5 to all damage and a +2 power bonus to all defenses.
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; +17 vs. AC; 2d8 + 9 damage (crit 25 + 2d8). 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 +12, Perception +13
Str 19 (+10); Dex 15 (+8); Wis 14 (+8);
Con 19 (+10); Int 11 (+6); Cha 12 (+7)
Equipment hide armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Kobold Wild Warden [Level 13 Brute]

Small natural humanoid (reptile) [XP 800]

Initiative +8; Senses Perception +14
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 27; Fortitude 26, Reflex 23, Will 25
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+17 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+17 vs. AC; 1d10 + 9 damage, and the target is slowed until the end of the kobold warden’s next turn.
○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
+17 vs. AC; 1d10 + 9 radiant damage, and the target is blinded until the end of the kobold warden’s next turn. If the target is bloodied, the kobold warden shifts 2 squares.
Shifty (minor)
The kobold warden shifts 1 square.
Returning Strength (minor) ✦ Healing
The kobold warden spends a healing surge and regains +4 additional hit points.
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: +17 vs. AC; 1d10 + 9 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; +17 vs. Fortitude; 1d10 + 9 damage, and the target grants combat advantage to the kobold warden and the kobold warden’s allies until the end of the kobold warden’s next turn.
Trap Sense
The kobold warden gains a +2 bonus to all defenses against traps.
Wildblood
When the kobold warden uses the kobold warden’s second wind, each enemy marked by the kobold warden takes an additional -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 +14, Perception +14
Str 19 (+10); Dex 15 (+8); Wis 17 (+9);
Con 16 (+9); Int 11 (+6); Cha 12 (+7)
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.