Kobold NPCs [Level 15]
Kobold Battle Cleric [Level 15 Controller (Leader)]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +11
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 28; Fortitude 27, Reflex 24, Will 28
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage, and one ally within 5 squares gains a +5 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
- +19 vs. AC; 2d8 + 10 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+19 vs. AC; 1d8 + 10 lightning damage.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +19 vs. Will; 2d8 + 10 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is
in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss:
Half damage, and no ongoing lightning 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
+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 +16, Religion +12
Str 20 (+12); Dex 14 (+9); Wis 18 (+11);
Con 15 (+9); Int 11 (+7); Cha 14 (+9)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Devoted Cleric [Level 15 Controller (Leader)]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +12
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 28; Fortitude 24, Reflex 24, Will 29
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +17 vs. Reflex; 1d8 + 10 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; +17 vs. Fortitude; 3d8 + 10 damage, and the target takes a -4 penalty to all defenses until the end of the kobold
cleric’s next turn.
- □ [C] Seal of Warding (standard) ✦ Radiant, Zone
- Close burst 3; targets enemies; +17 vs. Will; 4d10 + 10 radiant damage, and the target is slowed until the end of the kobold
cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of
difficult terrain that grants cover to the kobold cleric and the kobold cleric’s allies against ranged attacks until the end
of the kobold cleric’s next turn. Sustain Minor: The zone persists.
- □ 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
+4 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 +17, Religion +12
Str 14 (+9); Dex 14 (+9); Wis 20 (+12);
Con 15 (+9); Int 11 (+7); Cha 18 (+11)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Greatweapon Fighter [Level 15 Soldier]
Small natural humanoid (reptile) [XP 1200]
Initiative +10; Senses Perception +8
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○
AC 29; Fortitude 29, Reflex 25, Will 23
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage. Miss: 5 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +19 vs. AC; 2d10 + 15 damage, and make a secondary attack against each enemy adjacent to the primary target and within the
kobold fighter’s melee reach. Secondary Attack: +19 vs. AC; 1d10 + 15 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.
- □ Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
- The kobold fighter gains regeneration 5, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts
its turn adjacent to the kobold fighter takes 1d10 + 5 damage damage and is slowed until the end of its turn, as long as the
kobold fighter is able to make opportunity attacks. 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 +17, Intimidate +13
Str 20 (+12); Dex 16 (+10); Wis 13 (+8);
Con 20 (+12); Int 11 (+7); Cha 12 (+8)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Kobold Guardian Fighter [Level 15 Soldier]
Small natural humanoid (reptile) [XP 1200]
Initiative +12; Senses Perception +8
HP 144; Bloodied 72
Healing Surges (+36 hp) ○○
AC 31; Fortitude 29, Reflex 29, Will 23
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+19 vs. AC; 1d8 + 10 damage (crit 18 + 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
- +19 vs. AC; 1d8 + 15 damage (crit 23 + 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.
- □ [M] Dragon’s Fangs (standard) ✦ Weapon
- Two attacks against one or two creatures; +19 vs. AC; 3d8 + 10 damage (crit 34 + 2d8). Miss: Half damage.
- ● 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 +13, Intimidate +13
Str 20 (+12); Dex 20 (+12); Wis 13 (+8);
Con 16 (+10); Int 11 (+7); Cha 12 (+8)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Avenging Paladin [Level 15 Soldier]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +9
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 30; Fortitude 28, Reflex 25, Will 27
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +20 vs. AC; 1d8 + 10 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
- +20 vs. AC; 3d8 + 10 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.
- □ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
- Usable only while bloodied.
+20 vs. AC; 4d8 + 10 damage. Miss: Half damage. Hit or Miss: The kobold paladin can spend a healing surge.
- ● Shifty (minor)
- The kobold paladin shifts 1 square.
- ● Divine Challenge (minor) ✦ Radiant
- The kobold paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the kobold
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 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.
- ○ 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 +16, Religion +12
Str 20 (+12); Dex 14 (+9); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 18 (+11)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Kobold Protecting Paladin [Level 15 Soldier]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +9
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 32; Fortitude 27, Reflex 27, Will 28
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 9 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8), and the kobold paladin gains 2 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +19 vs. AC; 2d8 + 10 damage (crit 26 + 2d8), and one ally within 5 squares of the kobold paladin regains 12 hit points.
- □ [R] True Nemesis (standard)
- Ranged 5; +17 vs. Will; 2d10 + 10 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
the target is within 5 squares of the kobold paladin and attacks the kobold paladin or an ally, the kobold paladin can make
a secondary attack against the target as an immediate reaction. Secondary Attack: +17 vs. Will; 2d10 + 10 damage. Miss:
Half damage.
- □ 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 11 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 +17, Religion +12
Str 18 (+11); Dex 14 (+9); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 20 (+12)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Archer Ranger [Level 15 Skirmisher]
Small natural humanoid (reptile) [XP 1200]
Initiative +13; Senses Perception +14
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 24
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage (crit 17 + 2d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 9 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +20 vs. AC; 1d8 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +18/+19 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d6
+ 5 damage (off-hand).
Shortbow: Ranged 15/30; +20 vs. AC (twice); 1d8 + 5 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +18/+19 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d6
+ 5 damage (off-hand).
Shortbow: Ranged 15/30; +20 vs. AC (twice); 1d8 + 5 damage.
Hit: The target
is immobilized until the start of the kobold ranger’s next turn.
- □ [R] Confounding Arrows (standard) ✦ Weapon
- Ranged 15/30; three attacks against one, two, or three creatures; +20 vs. AC; 1d8 + 11 damage per attack. A target hit once
is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes
+2d8 damage. Miss: The target is dazed (save ends).
- ● 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 +14, Stealth +19
Str 18 (+11); Dex 22 (+13); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 12 (+8)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Kobold Two-Blade Ranger [Level 15 Skirmisher]
Small natural humanoid (reptile) [XP 1200]
Initiative +12; Senses Perception +14
HP 153; Bloodied 76
Healing Surges (+38 hp) ○○
AC 30; Fortitude 28, Reflex 28, Will 24
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +19 vs. AC; 1d8 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +19/+19 vs. AC; 1d8 + 5 damage (crit 13 + 2d8) (main)/1d8
+ 5 damage (crit 13 + 2d8) (off-hand).
Shortbow: Ranged 15/30; +19 vs. AC (twice); 1d8 + 5 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar (main): +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
Scimitar
(off hand): +19 vs. AC; 1d8 + 10 damage (crit 18 + 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.
- □ [M] Blade Cascade (standard) ✦ Weapon
- Attack one or more creatures.
Scimitar (main): +19 vs. AC; 2d8 + 10 damage (crit 26 + 2d8).
Scimitar
(off hand): +19 vs. AC; 2d8 + 10 damage (crit 26 + 2d8).
Alternate main and off-hand weapon attacks until the kobold
ranger misses or until the kobold ranger makes five attacks. As soon as an attack misses, this attack ends.
- ● 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 +14, Perception +14
Str 20 (+12); Dex 20 (+12); Wis 14 (+9);
Con 15 (+9); Int 11 (+7); Cha 12 (+8)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Kobold Brawny Rogue [Level 15 Skirmisher]
Small natural humanoid (reptile) [XP 1200]
Initiative +13; Senses Perception +8
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 30; Fortitude 26, Reflex 30, Will 24
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 9 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +21 vs. Reflex; 1d6 + 11 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +21 vs. AC; 3d6 + 11 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 +4
bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Garrote Grip (standard) ✦ Reliable, Weapon
- The kobold rogue can use this power as a minor action if the kobold rogue has already grabbed a creature. Doing so requires
no attack roll. +21 vs. Reflex; 2d6 + 11 damage, and the kobold rogue grabs the target. Until the target escapes, the kobold
rogue has cover, and any melee attack or ranged attack that misses the kobold rogue hits the target instead. Sustain Minor:
Sustain the grab for another round. The third time the kobold rogue sustains the grab after using this power, the target falls
unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
- □ 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 +18, Thievery +20
Str 18 (+11); Dex 22 (+13); Wis 12 (+8);
Con 15 (+9); Int 11 (+7); Cha 14 (+9)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Kobold Trickster Rogue [Level 15 Skirmisher]
Small natural humanoid (reptile) [XP 1200]
Initiative +13; Senses Perception +13
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 30; Fortitude 24, Reflex 30, Will 26
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 7 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 11 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +21 vs. AC; 1d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +20 vs. AC; 1d6 + 11 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: +21 vs. AC; 2d6 + 11 damage.
Hand
Crossbow: Ranged 10/20; +20 vs. AC; 2d6 + 11 damage.
Hit: The target slides 2 squares. Hit or Miss:
The kobold rogue can move 3 squares after making the attack.
- □ [M/R] Slaying Strike (standard) ✦ Weapon
- Short Sword: +21 vs. AC; 3d6 + 11 damage.
Hand Crossbow: Ranged 10/20; +20 vs. AC; 3d6 + 11 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 13 damage (short sword) or
5d6 + 13 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ● 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 +20, Thievery +20
Str 14 (+9); Dex 22 (+13); Wis 12 (+8);
Con 15 (+9); Int 11 (+7); Cha 18 (+11)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Kobold Fey-Pact Warlock [Level 15 Skirmisher]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +8
HP 144; Bloodied 72
Healing Surges (+36 hp) ○○
AC 28; Fortitude 25, Reflex 27, Will 28
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +17 vs. Reflex; 1d10 + 10 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 1d6 + 10 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; +17 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 +4 power bonus to these
attack rolls.
- □ [R] Curse of the Golden Mist (standard) ✦ Charm
- Ranged 10; +17 vs. Will; The target loses its next standard action. Sustain Standard: Make a +17 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- □ 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 +16, Bluff +17
Str 11 (+7); Dex 14 (+9); Wis 13 (+8);
Con 16 (+10); Int 18 (+11); Cha 20 (+12)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Infernal-Pact Warlock [Level 15 Skirmisher]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +8
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 28; Fortitude 28, Reflex 27, Will 25
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +18 vs. Reflex; 1d6 + 11 fire damage. If the kobold warlock takes damage before the end of the kobold warlock’s
next turn, the target takes an extra 1d6 + 11 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +18 vs. Will; 2d8 + 15 necrotic damage, and the target is weakened until the end of the kobold warlock’s next turn.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +18 vs. Reflex; 4d10 + 11 fire and poison damage. Sustain Standard: Make a +18 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 11 fire and poison damage. On a miss, the kobold
warlock deals half damage and the power 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.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The kobold warlock gains 15 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 +16, Intimidate +14
Str 11 (+7); Dex 15 (+9); Wis 12 (+8);
Con 22 (+13); Int 18 (+11); Cha 14 (+9)
Equipment leather armor, mace
-1 Level / +1 Level
Kobold Star-Pact Warlock [Level 15 Skirmisher]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +8
HP 150; Bloodied 75
Healing Surges (+37 hp) ○○
AC 26; Fortitude 28, Reflex 25, Will 27
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +14 vs. AC; 1d6 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +18 vs. Reflex; 1d10 + 11 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +18 vs. Fortitude; 1d6 + 11 radiant damage. If the target moves nearer to the kobold warlock on its next turn,
it takes an extra 1d6 + 11 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +18 vs. Fortitude; 2d10 + 11 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +18 vs. Reflex; 1d10 + 13 damage (choose cold or radiant damage).
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +18 vs. Fortitude; 4d10 + 11 cold damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of tendrils that lasts until the end of the kobold warlock’s next turn. Sustain Minor: Make
a +18 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 11 cold damage and is immobilized
(save ends).
- ● Shifty (minor)
- The kobold warlock shifts 1 square.
- ● Warlock’s Curse (minor)
- The kobold warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
kobold warlock can deal an extra 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 +14, Insight +13
Str 11 (+7); Dex 15 (+9); Wis 12 (+8);
Con 22 (+13); Int 14 (+9); Cha 18 (+11)
Equipment leather armor, sickle
-1 Level / +1 Level
Kobold Inspiring Warlord [Level 15 Soldier (Leader)]
Small natural humanoid (reptile) [XP 1200]
Initiative +11; Senses Perception +7
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 28; Fortitude 28, Reflex 24, Will 27
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +19 vs. Fortitude; 5 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 +4 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
- +19 vs. AC; 3d10 + 10 damage, and the kobold warlord grants 14 temporary hit points to an ally within 5 squares.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +19 vs. AC; 3d10 + 10 damage, and each ally who has line of sight to the kobold warlord regains hit points as if he or she
had spent a healing surge, regaining an additional +4 extra hit points. Miss: Each ally who has line of sight to the
kobold warlord regains 14 hit points.
- □ 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 11 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 +12, History +14
Str 20 (+12); Dex 14 (+9); Wis 11 (+7);
Con 15 (+9); Int 14 (+9); Cha 18 (+11)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Kobold Tactical Warlord [Level 15 Soldier (Leader)]
Small natural humanoid (reptile) [XP 1200]
Initiative +11; Senses Perception +7
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 30; Fortitude 28, Reflex 27, Will 25
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 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
- +19 vs. Fortitude; 2d8 + 10 damage (crit 26 + 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 +4 power bonus to these attack rolls.
- □ [M] Make Them Bleed (standard) ✦ Weapon
- +19 vs. AC; 3d8 + 10 damage (crit 34 + 2d8), and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter,
when the kobold warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
- ● 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 5 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 +4 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 +12, History +16
Str 20 (+12); Dex 14 (+9); Wis 11 (+7);
Con 15 (+9); Int 18 (+11); Cha 14 (+9)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Kobold Control Wizard [Level 15 Artillery]
Small natural humanoid (reptile) [XP 1200]
Initiative +10; Senses Perception +11
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 28
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +18 vs. AC; 1d4 + 8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +17 vs. Fortitude; 1d6 + 10 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; +17 vs. Will; 2d6 + 10 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.
- □ [C] Prismatic Beams (standard) ✦ Fire, Poison
- Close burst 5; targets enemies; +17 vs. Fortitude, Reflex, Will. The kobold wizard makes only one attack per target, but compare
that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 10 poison
damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 10 fire damage, and ongoing
5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any,
all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each
ongoing effect separately.
- ● 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 -4 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 +17, Insight +16
Str 11 (+7); Dex 16 (+10); Wis 18 (+11);
Con 15 (+9); Int 20 (+12); Cha 12 (+8)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Kobold War Wizard [Level 15 Artillery]
Small natural humanoid (reptile) [XP 1200]
Initiative +12; Senses Perception +9
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 26
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +20 vs. AC; 1d4 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +17 vs. Reflex; 1d6 + 10 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +17 vs. Reflex; 4d6 + 10 thunder damage, and the target is pushed 4 squares.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +17 vs. Reflex; 6d6 + 10 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- ● 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 +5 bonus to a single attack roll.
- Trap Sense
- The kobold wizard gains a +2 bonus to all defenses against traps.
Skills Arcana +17, History +17
Str 11 (+7); Dex 20 (+12); Wis 14 (+9);
Con 15 (+9); Int 20 (+12); Cha 12 (+8)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Kobold Isolating Avenger [Level 15 Skirmisher]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +12
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 28
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 7 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 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
- +20 vs. Will; 2d8 + 10 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 +2 bonus to attack rolls against the target.
- □ [M] Aspect of Fury (standard) ✦ Weapon
- +20 vs. AC; 3d8 + 10 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that
starts its turn adjacent to the kobold avenger or that hits or misses the kobold avenger with a melee attack takes 5 damage.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the kobold avenger can see in within 10 squares. When the kobold avenger makes a melee attack against the
target and the target is the only enemy adjacent to the kobold avenger, the kobold avenger makes two attack rolls and use
either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point
the kobold avenger regains the use of this power.
- ● Shifty (minor)
- The kobold avenger shifts 1 square.
- □ 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 +4
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 +14, Religion +16
Str 14 (+9); Dex 14 (+9); Wis 20 (+12);
Con 15 (+9); Int 18 (+11); Cha 11 (+7)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Kobold Pursuing Avenger [Level 15 Skirmisher]
Small natural humanoid (reptile) [XP 1200]
Initiative +12; Senses Perception +12
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 30; Fortitude 25, Reflex 28, Will 28
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +19 vs. AC; 1d8 + 10 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage, and if the target doesn’t end its next turn adjacent to the kobold avenger, the kobold avenger
can shift 6 squares as a free action. The kobold avenger must end that shift closer to the target.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +17 vs. Will; 2d8 + 10 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 5 thunder damage.
- □ [R] Sigil of Carceri (standard) ✦ Force
- Ranged 10; +17 vs. Fortitude; 2d10 + 10 force damage. The target is immobilized, and its attacks against creatures more than
5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the kobold avenger’s
next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
- ○ [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 +9
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 +13, Stealth +19
Str 14 (+9); Dex 20 (+12); Wis 20 (+12);
Con 15 (+9); Int 12 (+8); Cha 11 (+7)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Kobold Rageblood Barbarian [Level 15 Brute]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +13
HP 180; Bloodied 90
Healing Surges (+45 hp) ○○
AC 29; Fortitude 29, Reflex 26, Will 24
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+19 vs. AC; 1d10 + 2d8 + 10 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; +19 vs. AC; 2d10 + 10 damage and the target is pushed 1 square.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +19 vs. AC; 4d10 + 10 damage. Miss: Half damage. Hit or Miss: The kobold barbarian enters the rage of the hunting
lion. Until the rage ends, the kobold barbarian gains a +2 power bonus to attack rolls against any target that is granting
combat advantage to the kobold barbarian.
- ● 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 10 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 +16, Perception +13
Str 20 (+12); Dex 15 (+9); Wis 12 (+8);
Con 20 (+12); Int 11 (+7); Cha 14 (+9)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Thaneborn Barbarian [Level 15 Brute]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +13
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○
AC 29; Fortitude 29, Reflex 26, Will 26
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+19 vs. AC; 1d10 + 2d6 + 10 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
- +19 vs. Fortitude; 3d10 + 10 damage. Make a secondary attack against each adjacent enemy. Secondary Attack: +18 vs.
Will; the secondary target moves 2 squares away from the kobold barbarian as a free action and takes a –4 penalty to attack
rolls until the end of the kobold barbarian’s next turn.
- □ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
- +19 vs. AC; 3d10 + 10 damage, and the kobold barbarian knocks the target prone. Miss: Half damage. Hit or Miss:
The kobold barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the kobold barbarian
hits or misses the kobold barbarian, the kobold barbarian can make a melee basic attack against that enemy as an immediate
reaction.
- ● 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 +4 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 +16, Perception +13
Str 20 (+12); Dex 15 (+9); Wis 12 (+8);
Con 16 (+10); Int 11 (+7); Cha 18 (+11)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Cunning Bard [Level 15 Controller (Leader)]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +12
HP 144; Bloodied 72
Healing Surges (+36 hp) ○○
AC 30; Fortitude 25, Reflex 28, Will 28
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage (crit 14 + 2d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 1d6 + 10 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; +17 vs. Will; 1d10 + 10 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 -4 penalty to attack rolls.
- □ [R] Confusing Chorus (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 3d6 + 10 psychic damage. As the first action of each of the target’s turns, the target makes a melee
basic attack against a creature of the kobold bard’s choice as a free action (save ends). Miss: Half damage. As the
first action of the target’s next turn, the target makes a melee basic attack against a creature of the kobold bard’s choice
as a free action.
- ● Shifty (minor)
- The kobold bard shifts 1 square.
- ○○ Majestic Word (minor) ✦ Healing
- The kobold bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 5 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 9 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 +16, Bluff +17
Str 13 (+8); Dex 14 (+9); Wis 11 (+7);
Con 16 (+10); Int 18 (+11); Cha 20 (+12)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Kobold Valorous Bard [Level 15 Controller (Leader)]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +12
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○
AC 29; Fortitude 27, Reflex 26, Will 28
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage (crit 14 + 2d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 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
- +19 vs. AC; 2d8 + 10 damage (crit 26 + 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 +5 bonus
to damage rolls.
- □ [M] Quick Steel Dance (standard) ✦ Weapon
- +19 vs. AC; 3d8 + 10 damage (crit 34 + 2d8), and until the end of the kobold bard’s next turn, the target is marked by an
ally within 10 squares of the kobold bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever
an enemy that is adjacent to any of the kobold bard’s allies shifts, those allies can each shift 1 square as an opportunity
action.
- ● 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 + 5 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 8 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 +14, Athletics +12
Str 13 (+8); Dex 14 (+9); Wis 11 (+7);
Con 20 (+12); Int 14 (+9); Cha 20 (+12)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Kobold Guardian Druid [Level 15 Controller]
Small natural humanoid (reptile) [XP 1200]
Initiative +10; Senses Perception +12
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○
AC 30; Fortitude 27, Reflex 26, Will 28
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +17 vs. Reflex; 1d8 + 10 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; +17 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +17 vs. Fortitude; 2d6 + 10 damage, and the kobold druid slides the target 3 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +17 vs. Reflex; 2d6 + 10 lightning damage. Hit or Miss: The burst creates a zone of wind and
lightning that lasts until the end of the kobold druid’s next turn. Any creature that enters the zone or starts its turn there
is slowed until the end of the kobold druid’s next turn. As a move action, the kobold druid can move the zone 5 squares. Sustain
Minor: The zone persists, and each creature within it takes 5 lightning 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 +17, Nature +17
Str 13 (+8); Dex 16 (+10); Wis 20 (+12);
Con 20 (+12); Int 12 (+8); Cha 11 (+7)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Predator Druid [Level 15 Controller]
Small natural humanoid (reptile) [XP 1200]
Initiative +12; Senses Perception +17
HP 144; Bloodied 72
Healing Surges (+36 hp) ○○
AC 30; Fortitude 25, Reflex 28, Will 28
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +17 vs. Reflex; 1d8 + 10 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; +17 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 5 fire damage.
- ○ [M] Claws of Retribution (standard) ✦ Beast Form
- +17 vs. Reflex; 2d6 + 10 damage, and until the end of the kobold druid’s next turn, the kobold druid can make a melee basic
attack with a +5 attack bonus as an opportunity action against any enemy adjacent to the kobold druid that hits or misses
with an attack.
- □ [M] Revitalizing Pounce (standard) ✦ Beast Form
- +17 vs. Reflex; 3d8 + 10 damage, and remove from the kobold druid every effect that a save can end. Miss: Half damage,
and the kobold druid makes a saving throw against each effect that a save can end.
- ● 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 +17, Perception +17
Str 13 (+8); Dex 20 (+12); Wis 20 (+12);
Con 16 (+10); Int 12 (+8); Cha 11 (+7)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Preserving Invoker [Level 15 Artillery]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +12
HP 112; Bloodied 56
Healing Surges (+28 hp) ○○
AC 29; Fortitude 26, Reflex 27, Will 28
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +17 vs. Reflex; 1d8 + 10 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; +17 vs. Fortitude; 3d6 + 10 damage, and the kobold invoker either slides the target
5 squares or the kobold invoker slides the target 1 square and knocks it prone.
- □ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
- Area burst 2 within 10; targets enemies; +17 vs. Will; 4d6 + 10 radiant damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the kobold invoker
can teleport a creature within the zone 5 squares.
- ● Shifty (minor)
- The kobold invoker shifts 1 square.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the kobold invoker hits the kobold invoker’s ally.
The kobold invoker gains a +4 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 +16, Religion +16
Str 11 (+7); Dex 15 (+9); Wis 20 (+12);
Con 16 (+10); Int 18 (+11); Cha 12 (+8)
Equipment hide armor, mace
-1 Level / +1 Level
Kobold Wrathful Invoker [Level 15 Artillery]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +12
HP 116; Bloodied 58
Healing Surges (+29 hp) ○○
AC 28; Fortitude 28, Reflex 25, Will 28
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 5 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +17 vs. Fortitude; 1d10 + 10 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 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; +17 vs. Will; 2d8 + 10 damage, or 3d8 + 10 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] Wall of Blades (standard) ✦ Conjuration, Radiant
- Area wall 8 within 20; the kobold invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall
can be up to 4 squares high, and it lasts until the end of the kobold invoker’s next turn. The wall provides cover to the
kobold invoker and the kobold invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 10
radiant damage. While the kobold invoker is within 5 squares of the wall, the kobold invoker can make the following attack
as a standard action. Secondary Attack: Ranged 10; +17 vs. Reflex; 2d10 + 10 radiant damage. Before the attack, remove
a square of the wall. Sustain Minor: The wall 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+5 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 +16, Religion +14
Str 11 (+7); Dex 15 (+9); Wis 20 (+12);
Con 20 (+12); Int 14 (+9); Cha 12 (+8)
Equipment chainmail, mace
-1 Level / +1 Level
Kobold Bear Shaman [Level 15 Controller (Leader)]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +17
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○
AC 26; Fortitude 28, Reflex 24, Will 28
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Will; 1d8 + 10 damage, and each ally adjacent to the kobold shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Fortitude; 2d6 + 10 damage. Until the end of the kobold shaman’s next turn, the kobold shaman and
the kobold shaman’s allies gain resist 9 to all damage while adjacent to the kobold shaman’s spirit companion.
- □ [R] Storm Guardian Spirit (standard) ✦ Thunder
- Ranged 5; +17 vs. Reflex; 3d10 + 10 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5
squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and
is pushed 1 square from the ally.
- ● 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 17 damage to the spirit, the spirit
disappears, and the kobold shaman takes 12 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; +17 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the kobold shaman’s spirit
companion regains 5 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 5 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 +17, Perception +17
Str 12 (+8); Dex 15 (+9); Wis 20 (+12);
Con 20 (+12); Int 14 (+9); Cha 11 (+7)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Panther Shaman [Level 15 Controller (Leader)]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +17
HP 144; Bloodied 72
Healing Surges (+36 hp) ○○
AC 28; Fortitude 26, Reflex 26, Will 28
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Fortitude; 1d10 + 10 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 +2 bonus to the attack roll.
- ○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +17 vs. Reflex; 2d10 + 10 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 +4 bonus to the attack roll.
- □ [C] Searing Wind of the South (standard) ✦ Fire
- Close blast 5; targets enemies; +17 vs. Fortitude; 4d6 + 10 fire damage. Miss: Half damage. Hit or Miss: The
kobold shaman slides each ally in the blast to another space in or adjacent to the blast.
- ● 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 17 damage to the spirit, the spirit
disappears, and the kobold shaman takes 12 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; +17 vs. Reflex; 1d10 + 10 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 +4 bonus to damage rolls against bloodied enemies.
Skills Nature +17, Perception +17
Str 12 (+8); Dex 15 (+9); Wis 20 (+12);
Con 16 (+10); Int 18 (+11); Cha 11 (+7)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Chaos Sorcerer [Level 15 Artillery]
Small natural humanoid (reptile) [XP 1200]
Initiative +12; Senses Perception +7
HP 111; Bloodied 55
Healing Surges (+27 hp) ○○
AC 27; Fortitude 24, Reflex 27, Will 29
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +20 vs. AC; 1d4 + 10 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +17 vs. Will; 1d10 + 17 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:
+17 vs. Will; 1d6 + 12 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; +17 vs. Will; 2d10 + 17 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 5 squares.
- □ [R] Hostility Charm (standard) ✦ Charm, Psychic
- Ranged 10; +17 vs. Will; 5d6 + 17 psychic damage, and as a free action, the target charges the kobold sorcerer’s enemy nearest
to it that it can charge and makes a melee basic attack. If the kobold sorcerer rolled an even number on the attack roll,
the kobold sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack
that they provoke (save ends). Miss: Half 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 +7 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 +13, Bluff +17
Str 14 (+9); Dex 20 (+12); Wis 11 (+7);
Con 15 (+9); Int 12 (+8); Cha 20 (+12)
Equipment cloth armor, dagger
-1 Level / +1 Level
Kobold Dragon Sorcerer [Level 15 Skirmisher]
Small natural humanoid (reptile) [XP 1200]
Initiative +10; Senses Perception +7
HP 143; Bloodied 71
Healing Surges (+35 hp) ○○
AC 26; Fortitude 26, Reflex 25, Will 29
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +17 vs. Reflex; 1d8 + 16 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 4 fire damage.
- ○ [C] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +17 vs. Fortitude; 2d6 + 16 thunder damage, and the target is dazed and slowed until the end of the kobold
sorcerer’s next turn.
- □ [C] Spitfire Furnace (standard) ✦ Fire
- Close blast 3; +17 vs. Reflex; 4d10 + 16 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts
its turn within 2 squares of the kobold sorcerer takes 6 fire damage.
- ● 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 +6 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 +13, Athletics +16
Str 18 (+11); Dex 16 (+10); Wis 11 (+7);
Con 15 (+9); Int 12 (+8); Cha 20 (+12)
Equipment cloth armor, mace
-1 Level / +1 Level
Kobold Earth Warden [Level 15 Brute]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +14
HP 180; Bloodied 90
Healing Surges (+45 hp) ○○
AC 32; Fortitude 28, Reflex 26, Will 25
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 10 damage (crit 18 + 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
- +19 vs. AC; 3d8 + 10 damage (crit 34 + 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 Rowan Sentinel (minor) ✦ Lightning, Polymorph
- The kobold warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the kobold warden
is in this form, the kobold warden gains resist 10 lightning, and the kobold warden’s melee reach increases by 1. In addition,
if any enemy starts its turn within 3 squares of the kobold warden and the kobold warden is able to take actions, that enemy
is marked until the end of the kobold warden’s next turn. 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: +19 vs. AC; 2d8 + 10
lightning damage (crit 26 + 2d8), and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss:
Half damage, and the target is dazed until the end of the kobold warden’s next turn.
- ● [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 +5 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 +14, Perception +14
Str 20 (+12); Dex 15 (+9); Wis 14 (+9);
Con 20 (+12); Int 11 (+7); Cha 12 (+8)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Wild Warden [Level 15 Brute]
Small natural humanoid (reptile) [XP 1200]
Initiative +9; Senses Perception +16
HP 176; Bloodied 88
Healing Surges (+44 hp) ○○
AC 29; Fortitude 28, Reflex 24, Will 27
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 10 damage, and the target is slowed until the end of the kobold warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +19 vs. AC; 1d10 + 10 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 +5 additional hit points.
- □ Form of the Charging Boar (minor) ✦ Polymorph
- The kobold warden assumes the guardian form of the charging boar until the end of the encounter. While the kobold warden is
in this form, the kobold warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during this
encounter, the kobold warden can make the following attack while the kobold warden is in this form as a standard action.
Secondary Attack: Before the attack, the kobold warden moves the kobold warden’s speed; +19 vs. Reflex; 3d10 + 10
damage, and the kobold warden slides the target 2 squares. Miss: Half damage, and the kobold warden slides the target
1 square.
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the kobold warden makes an attack that does not include the kobold warden as a target.
Targets the triggering enemy; +19 vs. Fortitude; 1d10 + 10 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 -4
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 +16, Perception +16
Str 20 (+12); Dex 15 (+9); Wis 18 (+11);
Con 16 (+10); Int 11 (+7); Cha 12 (+8)
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.