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.