Kobold NPCs [Level 16]
Kobold Battle Cleric [Level 16 Controller (Leader)]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +12
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 29, Reflex 26, Will 30
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 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
- +21 vs. AC; 2d8 + 11 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+21 vs. AC; 1d8 + 11 lightning damage.
- □ [M] Holy Spark (standard) ✦ Lightning, Weapon
- +21 vs. Will; 2d8 + 11 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.
- □ Divine Armor (standard) ✦ Healing
- The kobold cleric gains a +2 power bonus to AC. The kobold cleric and each ally within 3 squares gain resist 5 to all damage
until the end of the encounter.
- ● 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 4d6 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 +13
Str 20 (+13); Dex 14 (+10); Wis 18 (+12);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Devoted Cleric [Level 16 Controller (Leader)]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +13
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 26, Will 31
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 3d8 + 11 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; +19 vs. Will; 4d10 + 11 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.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The kobold cleric and any allies gain the following benefits while
within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls.
The area remains hallowed until the end of the encounter.
- ● 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 4d6 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 +18, Religion +13
Str 14 (+10); Dex 14 (+10); Wis 20 (+13);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Greatweapon Fighter [Level 16 Soldier]
Small natural humanoid (reptile) [XP 1400]
Initiative +11; Senses Perception +9
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 31, Reflex 27, Will 25
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage. Miss: 5 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +21 vs. AC; 2d10 + 16 damage, and make a secondary attack against each enemy adjacent to the primary target and within the
kobold fighter’s melee reach. Secondary Attack: +21 vs. AC; 1d10 + 16 damage.
- ● Shifty (minor)
- The kobold fighter shifts 1 square.
- □ 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 + 6 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.
- □ Iron Warrior (minor) ✦ Healing
- The kobold fighter spends a healing surge, regaining an additional 2d6 + 5 hit points, and makes a saving throw against one
effect that a save can end.
- 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 +18, Intimidate +14
Str 20 (+13); Dex 16 (+11); Wis 13 (+9);
Con 20 (+13); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Kobold Guardian Fighter [Level 16 Soldier]
Small natural humanoid (reptile) [XP 1400]
Initiative +13; Senses Perception +9
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 25
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+21 vs. AC; 1d8 + 11 damage (crit 19 + 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
- +21 vs. AC; 1d8 + 16 damage (crit 24 + 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; +21 vs. AC; 3d8 + 11 damage (crit 35 + 2d8). Miss: Half damage.
- ● Shifty (minor)
- The kobold fighter shifts 1 square.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- 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 +14, Intimidate +14
Str 20 (+13); Dex 20 (+13); Wis 13 (+9);
Con 16 (+11); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Avenging Paladin [Level 16 Soldier]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +10
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 27, Will 29
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +22 vs. AC; 1d8 + 11 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
- +22 vs. AC; 3d8 + 11 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.
+22 vs. AC; 4d8 + 11 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.
- □□ 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.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the kobold paladin is hit by an attack.
The kobold paladin teleports adjacent to the ally and is hit by the attack instead.
- Trap Sense
- The kobold paladin gains a +2 bonus to all defenses against traps.
Skills Intimidate +17, Religion +13
Str 20 (+13); Dex 14 (+10); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Kobold Protecting Paladin [Level 16 Soldier]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +10
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 34; Fortitude 29, Reflex 29, Will 30
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +20 vs. AC; 1d6 + 10 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8), and the kobold paladin gains 2 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +21 vs. AC; 2d8 + 11 damage (crit 27 + 2d8), and one ally within 5 squares of the kobold paladin regains 12 hit points.
- □ [R] True Nemesis (standard)
- Ranged 5; +19 vs. Will; 2d10 + 11 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: +19 vs. Will; 2d10 + 11 damage. Miss:
Half damage.
- □ Death Ward (standard) ✦ Healing
- The kobold paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target
regains hit points as if it had spent two healing surges. Add +5 to the hit points regained.
- ● 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 +18, Religion +13
Str 18 (+12); Dex 14 (+10); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 20 (+13)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Archer Ranger [Level 16 Skirmisher]
Small natural humanoid (reptile) [XP 1400]
Initiative +14; Senses Perception +15
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 29, Reflex 31, Will 26
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage (crit 18 + 2d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +22 vs. AC; 1d8 + 12 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +20/+21 vs. AC; 1d8 + 6 damage (crit 14 + 2d8) (main)/1d6
+ 6 damage (off-hand).
Shortbow: Ranged 15/30; +22 vs. AC (twice); 1d8 + 6 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +20/+21 vs. AC; 1d8 + 6 damage (crit 14 + 2d8) (main)/1d6
+ 6 damage (off-hand).
Shortbow: Ranged 15/30; +22 vs. AC (twice); 1d8 + 6 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; +22 vs. AC; 1d8 + 12 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).
- □ Momentary Respite (standard)
- The kobold ranger shifts 2 squares and makes a saving throw. The kobold ranger is no longer marked by any enemy.
- ● 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.
- 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 +15, Stealth +20
Str 18 (+12); Dex 22 (+14); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Kobold Two-Blade Ranger [Level 16 Skirmisher]
Small natural humanoid (reptile) [XP 1400]
Initiative +13; Senses Perception +15
HP 161; Bloodied 80
Healing Surges (+40 hp) ○○
AC 32; Fortitude 30, Reflex 30, Will 26
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +21 vs. AC; 1d8 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +21/+21 vs. AC; 1d8 + 6 damage (crit 14 + 2d8) (main)/1d8
+ 6 damage (crit 14 + 2d8) (off-hand).
Shortbow: Ranged 15/30; +21 vs. AC (twice); 1d8 + 6 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar (main): +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
Scimitar
(off hand): +21 vs. AC; 1d8 + 11 damage (crit 19 + 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): +21 vs. AC; 2d8 + 11 damage (crit 27 + 2d8).
Scimitar
(off hand): +21 vs. AC; 2d8 + 11 damage (crit 27 + 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.
- □ Evade the Blow (immediate interrupt)
- When an enemy hits the kobold ranger with a melee attack.
Shift 1 square away from the enemy.
- 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 +15, Perception +15
Str 20 (+13); Dex 20 (+13); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Kobold Brawny Rogue [Level 16 Skirmisher]
Small natural humanoid (reptile) [XP 1400]
Initiative +14; Senses Perception +9
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 28, Reflex 32, Will 26
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +21 vs. AC; 1d6 + 10 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +23 vs. AC; 1d6 + 12 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +23 vs. Reflex; 1d6 + 12 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +23 vs. AC; 3d6 + 12 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. +23 vs. Reflex; 2d6 + 12 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.
- ● Shifty (minor)
- The kobold rogue shifts 1 square.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the kobold rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- 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 +19, Thievery +21
Str 18 (+12); Dex 22 (+14); Wis 12 (+9);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Kobold Trickster Rogue [Level 16 Skirmisher]
Small natural humanoid (reptile) [XP 1400]
Initiative +14; Senses Perception +14
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 32, Will 28
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 8 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +23 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 1d6 + 12 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: +23 vs. AC; 2d6 + 12 damage.
Hand
Crossbow: Ranged 10/20; +22 vs. AC; 2d6 + 12 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: +23 vs. AC; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 3d6 + 12 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 14 damage (short sword) or
5d6 + 14 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
- ● Shifty (minor)
- The kobold rogue shifts 1 square.
- ○ Hide in Plain Sight (minor)
- The kobold rogue must already be hidden to use this power. The kobold rogue is invisible until the kobold rogue leaves the
kobold rogue’s current square. No other action that the kobold rogue performs makes the kobold rogue visible.
- 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 +21, Thievery +21
Str 14 (+10); Dex 22 (+14); Wis 12 (+9);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Kobold Fey-Pact Warlock [Level 16 Skirmisher]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +9
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 30; Fortitude 27, Reflex 29, Will 30
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d6 + 11 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; +19 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; +19 vs. Will; The target loses its next standard action. Sustain Standard: Make a +19 vs. Will attack against
the target. On a hit, the target loses its next standard action. On a miss, the power ends.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The kobold warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the kobold warlock’s
next turn.
- ● 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 +17, Bluff +18
Str 11 (+8); Dex 14 (+10); Wis 13 (+9);
Con 16 (+11); Int 18 (+12); Cha 20 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Infernal-Pact Warlock [Level 16 Skirmisher]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +9
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 30; Fortitude 30, Reflex 29, Will 27
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +20 vs. Reflex; 1d6 + 12 fire damage. If the kobold warlock takes damage before the end of the kobold warlock’s
next turn, the target takes an extra 1d6 + 12 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +20 vs. Will; 2d8 + 16 necrotic damage, and the target is weakened until the end of the kobold warlock’s next turn.
- □ [R] Fireswarm (standard) ✦ Fire, Poison
- Ranged 10; +20 vs. Reflex; 4d10 + 12 fire and poison damage. Sustain Standard: Make a +20 vs. Fortitude attack against
the target. On a hit, the target and each creature adjacent to it takes 2d10 + 12 fire and poison damage. On a miss, the kobold
warlock deals half damage and the power ends.
- ○ Cloak of Shadow (move)
- The kobold warlock can fly a number of squares equal to the kobold warlock’s speed + 2. If the kobold warlock doesn’t land
at the end of this move, the kobold warlock falls. Until the end of the kobold warlock’s next turn, the kobold warlock is
insubstantial, and the kobold warlock cannot affect, attack, or use powers on creatures or objects.
- ● 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 16 temporary hit points.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +17, Intimidate +15
Str 11 (+8); Dex 15 (+10); Wis 12 (+9);
Con 22 (+14); Int 18 (+12); Cha 14 (+10)
Equipment leather armor, mace
-1 Level / +1 Level
Kobold Star-Pact Warlock [Level 16 Skirmisher]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +9
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 28; Fortitude 30, Reflex 27, Will 29
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +20 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the kobold warlock on its next turn,
it takes an extra 1d6 + 12 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +20 vs. Fortitude; 2d10 + 12 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +20 vs. Reflex; 1d10 + 14 damage (choose cold or radiant damage).
- □ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
- Area burst 1 within 10; +20 vs. Fortitude; 4d10 + 12 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 +20 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 12 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.
- □ Eye of the Warlock (minor)
- Ranged 10; the kobold warlock sees through the target’s eyes. The target is not aware that the kobold warlock is doing so.
The kobold warlock has line of sight and line of effect from the target for the kobold warlock’s attacks. The kobold warlock’s
warlock powers can originate in the target’s square. Each time the kobold warlock uses a power through this link, a mystical
third eye briefly appears upon the target’s brow (save ends).
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The kobold warlock gains a +1 bonus to a single d20 roll the kobold warlock makes during the kobold warlock’s next turn. This
bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +15, Insight +14
Str 11 (+8); Dex 15 (+10); Wis 12 (+9);
Con 22 (+14); Int 14 (+10); Cha 18 (+12)
Equipment leather armor, sickle
-1 Level / +1 Level
Kobold Inspiring Warlord [Level 16 Soldier (Leader)]
Small natural humanoid (reptile) [XP 1400]
Initiative +12; Senses Perception +8
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 26, Will 29
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +21 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
- +21 vs. AC; 3d10 + 11 damage, and the kobold warlord grants 14 temporary hit points to an ally within 5 squares.
- □ [M] Renew the Troops (standard) ✦ Healing, Weapon
- +21 vs. AC; 3d10 + 11 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.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the kobold warlord’s next turn, each target gains a
+2 power bonus to attack rolls.
- ● 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 4d6 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 12 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 +13, History +15
Str 20 (+13); Dex 14 (+10); Wis 11 (+8);
Con 15 (+10); Int 14 (+10); Cha 18 (+12)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Kobold Tactical Warlord [Level 16 Soldier (Leader)]
Small natural humanoid (reptile) [XP 1400]
Initiative +12; Senses Perception +8
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 29, Will 27
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 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
- +21 vs. Fortitude; 2d8 + 11 damage (crit 27 + 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
- +21 vs. AC; 3d8 + 11 damage (crit 35 + 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).
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ● 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 4d6 hit points. This power
can only be used once per round.
- Trap Sense
- The kobold warlord gains a +2 bonus to all defenses against traps.
- Tactical Presence
- When an ally the kobold warlord can see spends an action point to make an extra attack, the ally gains a +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 +13, History +17
Str 20 (+13); Dex 14 (+10); Wis 11 (+8);
Con 15 (+10); Int 18 (+12); Cha 14 (+10)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Kobold Control Wizard [Level 16 Artillery]
Small natural humanoid (reptile) [XP 1400]
Initiative +11; Senses Perception +12
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 30
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +20 vs. AC; 1d4 + 9 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +19 vs. Fortitude; 1d6 + 11 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; +19 vs. Will; 2d6 + 11 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; +19 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 + 11 poison
damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 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.
- ○ 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.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the kobold wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
- Trap Sense
- The kobold wizard gains a +2 bonus to all defenses against traps.
Skills Arcana +18, Insight +17
Str 11 (+8); Dex 16 (+11); Wis 18 (+12);
Con 15 (+10); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Kobold War Wizard [Level 16 Artillery]
Small natural humanoid (reptile) [XP 1400]
Initiative +13; Senses Perception +10
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 28
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +22 vs. AC; 1d4 + 11 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +19 vs. Reflex; 1d6 + 11 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +19 vs. Reflex; 4d6 + 11 thunder damage, and the target is pushed 4 squares.
- □ [C] Blast of Cold (standard) ✦ Cold
- Close blast 5; targets enemies; +19 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). Miss:
Half damage, and the target is slowed (save ends).
- □ Stoneskin (standard)
- The kobold wizard or one ally touched by the kobold wizard gains resist 10 to all damage until the end of the encounter or
for 5 minutes.
- ● Shifty (minor)
- The kobold wizard shifts 1 square.
- ○ 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 +18, History +18
Str 11 (+8); Dex 20 (+13); Wis 14 (+10);
Con 15 (+10); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Kobold Isolating Avenger [Level 16 Skirmisher]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +13
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 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
- +22 vs. Will; 2d8 + 11 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
- +22 vs. AC; 3d8 + 11 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.
- ○ [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.
- ○ Bulwark of Defiance (no action)
- When the kobold avenger fails a saving throw other than a death saving throw.
Until the end of the kobold avenger’s next turn, the effect the kobold avenger failed the saving throw against doesn’t affect
the kobold avenger, but the kobold avenger makes saving throws against it as normal.
- 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 +15, Religion +17
Str 14 (+10); Dex 14 (+10); Wis 20 (+13);
Con 15 (+10); Int 18 (+12); Cha 11 (+8)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Kobold Pursuing Avenger [Level 16 Skirmisher]
Small natural humanoid (reptile) [XP 1400]
Initiative +13; Senses Perception +13
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 8 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +21 vs. AC; 1d8 + 11 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +22 vs. AC; 1d8 + 11 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; +19 vs. Will; 2d8 + 11 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; +19 vs. Fortitude; 2d10 + 11 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.
- ○ Astral Cloak (minor) ✦ Illusion
- The kobold avenger becomes invisible until the end of the kobold avenger’s turn.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the kobold avenger makes an attack roll against the kobold avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Trap Sense
- The kobold avenger gains a +2 bonus to all defenses against traps.
- Censure of Pursuit
- If the kobold avenger’s oath of enmity target moves away from the kobold avenger willingly, the kobold avenger gains a +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 +14, Stealth +20
Str 14 (+10); Dex 20 (+13); Wis 20 (+13);
Con 15 (+10); Int 12 (+9); Cha 11 (+8)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Kobold Rageblood Barbarian [Level 16 Brute]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +14
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 26
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+21 vs. AC; 1d10 + 2d8 + 11 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; +21 vs. AC; 2d10 + 11 damage and the target is pushed 1 square.
- □ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
- +21 vs. AC; 4d10 + 11 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.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the kobold barbarian gains resist 10 against a damage type of the kobold barbarian’s choice: acid,
cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the kobold barbarian uses another stance power.
- ○ Swift Charge (free)
- When the kobold barbarian’s attack reduces an enemy to 0 hit points.
The kobold barbarian charges an enemy.
- Trap Sense
- The kobold barbarian gains a +2 bonus to all defenses against traps.
- Rageblood Vigor
- Whenever the kobold barbarian’s attack reduces an enemy to 0 hit points, the kobold barbarian gains 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 +17, Perception +14
Str 20 (+13); Dex 15 (+10); Wis 12 (+9);
Con 20 (+13); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Thaneborn Barbarian [Level 16 Brute]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +14
HP 186; Bloodied 93
Healing Surges (+46 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 28
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+21 vs. AC; 1d10 + 2d6 + 11 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
- +21 vs. Fortitude; 3d10 + 11 damage. Make a secondary attack against each adjacent enemy. Secondary Attack: +20 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
- +21 vs. AC; 3d10 + 11 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.
- □ Spur the Cycle (free)
- When the kobold barbarian reducees an enemy to 0 hit points during the kobold barbarian’s turn.
The kobold barbarian takes a standard action.
- 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 +17, Perception +14
Str 20 (+13); Dex 15 (+10); Wis 12 (+9);
Con 16 (+11); Int 11 (+8); Cha 18 (+12)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Cunning Bard [Level 16 Controller (Leader)]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +13
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage (crit 15 + 2d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +19 vs. Will; 1d6 + 11 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; +19 vs. Will; 1d10 + 11 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; +19 vs. Will; 3d6 + 11 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.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the kobold bard’s next
turn. While within the zone, the kobold bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares
as a move action. Sustain Minor: The zone persists.
- ● 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 3d6 + 5 hit points. This
power can only be used once per round. The kobold bard can also slide the target 1 square.
- Trap Sense
- The kobold bard gains a +2 bonus to all defenses against traps.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 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 +17, Bluff +18
Str 13 (+9); Dex 14 (+10); Wis 11 (+8);
Con 16 (+11); Int 18 (+12); Cha 20 (+13)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Kobold Valorous Bard [Level 16 Controller (Leader)]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +13
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 29, Reflex 28, Will 30
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage (crit 15 + 2d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 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
- +21 vs. AC; 2d8 + 11 damage (crit 27 + 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
- +21 vs. AC; 3d8 + 11 damage (crit 35 + 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 3d6 + 5 hit points. This
power can only be used once per round. The kobold bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the kobold bard’s next turn. When the
kobold bard moves, the zone moves with the kobold bard, remaining centered on the kobold bard. Any ally who starts his or
her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
- 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 +15, Athletics +13
Str 13 (+9); Dex 14 (+10); Wis 11 (+8);
Con 20 (+13); Int 14 (+10); Cha 20 (+13)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Kobold Guardian Druid [Level 16 Controller]
Small natural humanoid (reptile) [XP 1400]
Initiative +11; Senses Perception +13
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 32; Fortitude 29, Reflex 28, Will 30
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +19 vs. Fortitude; 2d6 + 11 damage, and the kobold druid slides the target 3 squares.
- □ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
- Area burst 1 within 10; +19 vs. Reflex; 2d6 + 11 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.
- ● 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.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The kobold druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- 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 +18, Nature +18
Str 13 (+9); Dex 16 (+11); Wis 20 (+13);
Con 20 (+13); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Predator Druid [Level 16 Controller]
Small natural humanoid (reptile) [XP 1400]
Initiative +13; Senses Perception +18
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +19 vs. Reflex; 1d8 + 11 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; +19 vs. Reflex; 1d6 + 6 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
- +19 vs. Reflex; 2d6 + 11 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
- +19 vs. Reflex; 3d8 + 11 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.
- □ Insect Plague (free)
- Until the end of the encounter, the kobold druid can use wild shape to assume the form of a cloud of insects. In this form,
the kobold druid gains a fly speed equal to the kobold druid’s speed, and the kobold druid can hover. The kobold druid also
becomes insubstantial. When the kobold druid squeezes, the kobold druid can move at full speed instead of half speed and can
fit through any opening large enough to accommodate even a single insect. The kobold druid can’t attack, pick up anything,
or manipulate objects. Until this power ends, the kobold druid can use wild shape to change among this form, another beast
form, and the kobold druid’s humanoid form.
- 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 +18, Perception +18
Str 13 (+9); Dex 20 (+13); Wis 20 (+13);
Con 16 (+11); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Preserving Invoker [Level 16 Artillery]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +13
HP 118; Bloodied 59
Healing Surges (+29 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 30
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 3d6 + 11 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; +19 vs. Will; 4d6 + 11 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.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the kobold invoker makes an attack roll against the kobold invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the kobold invoker’s next turn, any
attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- 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 +17, Religion +17
Str 11 (+8); Dex 15 (+10); Wis 20 (+13);
Con 16 (+11); Int 18 (+12); Cha 12 (+9)
Equipment hide armor, mace
-1 Level / +1 Level
Kobold Wrathful Invoker [Level 16 Artillery]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +13
HP 122; Bloodied 61
Healing Surges (+30 hp) ○○
AC 30; Fortitude 30, Reflex 27, Will 30
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 6 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +19 vs. Fortitude; 1d10 + 11 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; +19 vs. Will; 2d8 + 11 damage, or 3d8 + 11 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 + 11
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; +19 vs. Reflex; 2d10 + 11 radiant damage. Before the attack, remove
a square of the wall. Sustain Minor: The wall persists.
- ● Shifty (minor)
- The kobold invoker shifts 1 square.
- □ Walk Between Worlds (minor)
- The kobold invoker or one ally within 10 squares gains phasing until the end of the kobold invoker’s next turn. Sustain
Minor: The effect persists.
- ○ [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.
- 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 +17, Religion +15
Str 11 (+8); Dex 15 (+10); Wis 20 (+13);
Con 20 (+13); Int 14 (+10); Cha 12 (+9)
Equipment chainmail, mace
-1 Level / +1 Level
Kobold Bear Shaman [Level 16 Controller (Leader)]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +18
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 28; Fortitude 30, Reflex 26, Will 30
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Will; 1d8 + 11 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; +19 vs. Fortitude; 2d6 + 11 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; +19 vs. Reflex; 3d10 + 11 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 18 damage to the spirit, the spirit
disappears, and the kobold shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the kobold shaman’s next turn or until it attacks.
- ● [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; +19 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 +18, Perception +18
Str 12 (+9); Dex 15 (+10); Wis 20 (+13);
Con 20 (+13); Int 14 (+10); Cha 11 (+8)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Panther Shaman [Level 16 Controller (Leader)]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +18
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 30; Fortitude 28, Reflex 28, Will 30
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 7 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +19 vs. Fortitude; 1d10 + 11 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; +19 vs. Reflex; 2d10 + 11 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; +19 vs. Fortitude; 4d6 + 11 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 18 damage to the spirit, the spirit
disappears, and the kobold shaman takes 13 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 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the kobold shaman
or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action,
the kobold shaman can move the zone 5 squares.
- ● [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; +19 vs. Reflex; 1d10 + 11 damage.
- Trap Sense
- The kobold shaman gains a +2 bonus to all defenses against traps.
- Stalker Spirit
- Any ally adjacent to the kobold shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.
Skills Nature +18, Perception +18
Str 12 (+9); Dex 15 (+10); Wis 20 (+13);
Con 16 (+11); Int 18 (+12); Cha 11 (+8)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Chaos Sorcerer [Level 16 Artillery]
Small natural humanoid (reptile) [XP 1400]
Initiative +13; Senses Perception +8
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 31
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +22 vs. AC; 1d4 + 11 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +19 vs. Will; 1d10 + 18 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:
+19 vs. Will; 1d6 + 13 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; +19 vs. Will; 2d10 + 18 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; +19 vs. Will; 5d6 + 18 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 Echoes (immediate reaction)
- When the kobold sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
- 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 +14, Bluff +18
Str 14 (+10); Dex 20 (+13); Wis 11 (+8);
Con 15 (+10); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, dagger
-1 Level / +1 Level
Kobold Dragon Sorcerer [Level 16 Skirmisher]
Small natural humanoid (reptile) [XP 1400]
Initiative +11; Senses Perception +8
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 28; Fortitude 28, Reflex 27, Will 31
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +20 vs. AC; 1d8 + 10 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +19 vs. Reflex; 1d8 + 17 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; +19 vs. Fortitude; 2d6 + 17 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; +19 vs. Reflex; 4d10 + 17 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.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the kobold sorcerer’s next turn. When the kobold
sorcerer moves, the zone moves with the kobold sorcerer, remaining centered on the kobold sorcerer. The zone is difficult
terrain for the kobold sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
- 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 +14, Athletics +17
Str 18 (+12); Dex 16 (+11); Wis 11 (+8);
Con 15 (+10); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, mace
-1 Level / +1 Level
Kobold Earth Warden [Level 16 Brute]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +15
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○
AC 34; Fortitude 30, Reflex 28, Will 27
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 2d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 11 damage (crit 19 + 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
- +21 vs. AC; 3d8 + 11 damage (crit 35 + 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.
- □ 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: +21 vs. AC; 2d8 + 11
lightning damage (crit 27 + 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.
- ○ Cleansing Earth (immediate reaction)
- When the kobold warden is subjected to an effect that a save can end.
The kobold warden makes a saving throw against the triggering effect, with a +5 power bonus.
- 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 +15, Perception +15
Str 20 (+13); Dex 15 (+10); Wis 14 (+10);
Con 20 (+13); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Wild Warden [Level 16 Brute]
Small natural humanoid (reptile) [XP 1400]
Initiative +10; Senses Perception +17
HP 186; Bloodied 93
Healing Surges (+46 hp) ○○
AC 31; Fortitude 30, Reflex 26, Will 29
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 11 damage, and the target is slowed until the end of the kobold warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +21 vs. AC; 1d10 + 11 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.
- □ 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; +21 vs. Reflex; 3d10 + 11
damage, and the kobold warden slides the target 2 squares. Miss: Half damage, and the kobold warden slides the target
1 square.
- □ Verdant Life (minor) ✦ Healing
- The kobold warden can spend two healing surges.
- ● [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; +21 vs. Fortitude; 1d10 + 11 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 +17, Perception +17
Str 20 (+13); Dex 15 (+10); Wis 18 (+12);
Con 16 (+11); Int 11 (+8); Cha 12 (+9)
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.