Kobold NPCs [Level 21]
Kobold Battle Cleric [Level 21 Controller (Leader)]
Small natural humanoid (reptile) [XP 3200]
Initiative +12; Senses Perception +15
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 34; Fortitude 34, Reflex 30, Will 35
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the kobold cleric’s next turn.
- ○ [M] Blinding Light (standard) ✦ Radiant, Weapon
- +26 vs. Fortitude; 2d8 + 14 radiant damage, and the target is blinded until the end of the kobold cleric’s next turn.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +26 vs. AC; 3d8 + 14 damage. Miss: Half damage. Hit or Miss: The kobold cleric and each ally within 5 squares
of the kobold cleric regains hit points as if the kobold cleric had each spent a healing surge.
- □ 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 15 squares can spend a healing surge and regain an additional 5d6 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 +20, Religion +16
Str 22 (+16); Dex 15 (+12); Wis 20 (+15);
Con 16 (+13); Int 12 (+11); Cha 15 (+12)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Devoted Cleric [Level 21 Controller (Leader)]
Small natural humanoid (reptile) [XP 3200]
Initiative +12; Senses Perception +16
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 34; Fortitude 31, Reflex 30, Will 36
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +22 vs. AC; 2d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 2d6 + 10 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +24 vs. Reflex; 2d8 + 14 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.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +24 vs. Reflex; 3d6 + 14 thunder damage, and the target is pushed 8 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +24 vs. Reflex; 5d10 + 14 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the kobold cleric’s next turn. Enemies that start their turn
in this zone take 1d10 + 14 fire damage. 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 15 squares can spend a healing surge and regain an additional 5d6 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 +21, Religion +16
Str 15 (+12); Dex 15 (+12); Wis 22 (+16);
Con 16 (+13); Int 12 (+11); Cha 20 (+15)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Greatweapon Fighter [Level 21 Soldier]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +12
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 36, Reflex 31, Will 30
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage. Miss: 6 damage.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +26 vs. AC; 3d10 + 14 damage, and the target is pushed 3 squares. Hit or Miss: After the attack, the kobold fighter
can shift the same distance the kobold fighter pushed the target. The kobold fighter must end the move adjacent to the target.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +26 vs. AC; 3d10 + 14 damage. Miss: Half damage. Hit or Miss: Until
the start of the kobold fighter’s next turn, the kobold fighter can make a secondary attack as a free action against any enemy
that starts its turn adjacent to the kobold fighter. Secondary Attack: +26 vs. AC; 1d10 + 14 damage.
- ● Shifty (minor)
- The kobold fighter shifts 1 square.
- □ Iron Warrior (minor) ✦ Healing
- The kobold fighter spends a healing surge, regaining an additional 2d6 + 6 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 +21, Intimidate +16
Str 22 (+16); Dex 17 (+13); Wis 14 (+12);
Con 22 (+16); Int 12 (+11); Cha 13 (+11)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Kobold Guardian Fighter [Level 21 Soldier]
Small natural humanoid (reptile) [XP 3200]
Initiative +16; Senses Perception +12
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 36, Reflex 36, Will 30
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8), 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] Warrior’s Challenge (standard) ✦ Weapon
- +26 vs. AC; 3d8 + 14 damage (crit 38 + 3d8), and the target is pushed 2 squares. All of the kobold fighter’s enemies within
2 squares of the target are marked until the end of the kobold fighter’s next turn.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +26 vs. AC; 4d8 + 14 damage (crit 46 + 3d8). Hit or Miss: Until the end of the encounter, the kobold fighter can make
a melee basic attack against the target as a free action if the kobold fighter is adjacent to it and it either shifts or attacks
one of the kobold fighter’s allies.
- ● 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 +17, Intimidate +16
Str 22 (+16); Dex 22 (+16); Wis 14 (+12);
Con 17 (+13); Int 12 (+11); Cha 13 (+11)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Avenging Paladin [Level 21 Soldier]
Small natural humanoid (reptile) [XP 3200]
Initiative +12; Senses Perception +12
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 35, Reflex 31, Will 34
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +27 vs. AC; 2d8 + 14 radiant damage. If the kobold paladin has marked the target, the kobold paladin gains a +2 bonus to the
damage roll.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +27 vs. AC; 3d8 + 14 damage, and the target is pushed 5 squares. The target can’t move nearer to the kobold paladin on its
next turn.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +27 vs. AC; 4d8 + 14 damage. Miss: Half damage. Hit or Miss: The kobold paladin and allies adjacent to the kobold
paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● 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 14 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 +20, Religion +16
Str 22 (+16); Dex 15 (+12); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 20 (+15)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Kobold Protecting Paladin [Level 21 Soldier]
Small natural humanoid (reptile) [XP 3200]
Initiative +12; Senses Perception +12
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 38; Fortitude 34, Reflex 33, Will 35
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 13 damage (crit 29 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 13 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8), and the kobold paladin gains 2 temporary hit points.
- ○ [M] Enervating Smite (standard) ✦ Weapon
- +26 vs. Will; 2d8 + 14 damage (crit 30 + 3d8), and the target is weakened until the end of the kobold paladin’s next turn.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +24 vs. Reflex; 3d10 + 14 fire damage, and the target grants combat advantage to
the kobold paladin and the kobold paladin’s allies until the end of the kobold paladin’s next turn. Miss: Half damage,
and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until the
end of the kobold paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 8 fire damage and
grant combat advantage to the kobold paladin and the kobold paladin’s allies. Sustain Minor: The zone persists.
- □ 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 +6 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 15 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 +21, Religion +16
Str 20 (+15); Dex 15 (+12); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 22 (+16)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Archer Ranger [Level 21 Skirmisher]
Small natural humanoid (reptile) [XP 3200]
Initiative +17; Senses Perception +17
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 30
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 13 damage (crit 29 + 3d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 13 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +27 vs. AC; 2d8 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +25/+26 vs. AC; 2d8 + 8 damage (crit 24 + 3d8) (main)/2d6
+ 8 damage (off-hand).
Shortbow: Ranged 15/30; +27 vs. AC (twice); 2d8 + 8 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 15/30; three attacks against one, two, or three creatures; +27 vs. AC; 1d8 + 15 damage per attack.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 15/30; two attacks against one creature; +27 vs. AC; 2d8 + 15 damage per attack. If the first attack hits, the kobold
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ 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 3d6 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 +17, Stealth +23
Str 20 (+15); Dex 24 (+17); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Kobold Two-Blade Ranger [Level 21 Skirmisher]
Small natural humanoid (reptile) [XP 3200]
Initiative +16; Senses Perception +17
HP 207; Bloodied 103
Healing Surges (+51 hp) ○○○
AC 37; Fortitude 35, Reflex 35, Will 30
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +26 vs. AC; 2d8 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +26/+26 vs. AC; 2d8 + 8 damage (crit 24 + 3d8) (main)/2d8
+ 8 damage (crit 24 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +26 vs. AC (twice); 2d8 + 8 damage.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +26 vs. AC; 1d8 + 14 damage (crit 22 + 3d8), and the target is immobilized and knocked
prone until the end of the kobold ranger’s next turn.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Scimitar (first attack; main): +28 vs. AC; 2d8 + 14 damage
(crit 30 + 3d8).
Scimitar (second attack; off hand): +28 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
Scimitar
(third attack; main): +28 vs. AC; 1d8 + 14 damage (crit 22 + 3d8).
A target hit once is dazed until the end of
the kobold ranger’s next turn. A target hit twice is stunned until the end of the kobold ranger’s next turn. A target hit
three times is weakened and stunned until the end of the kobold ranger’s next turn. Miss: Half damage per attack, and
the target is not dazed, stunned, or weakened. Hit or Miss: After the first attack and after the second attack, the
kobold ranger can shift 1 square.
- ● 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 3d6 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 +15 hit points.
Skills Nature +17, Perception +17
Str 22 (+16); Dex 22 (+16); Wis 15 (+12);
Con 16 (+13); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Kobold Brawny Rogue [Level 21 Skirmisher]
Small natural humanoid (reptile) [XP 3200]
Initiative +17; Senses Perception +11
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 33, Reflex 37, Will 30
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 13 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +28 vs. Reflex; 2d6 + 15 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +28 vs. Fortitude; 3d6 + 15 damage.
Shuriken: Ranged 6/12; +28 vs. Fortitude; 3d6 + 15 damage.
Hit: If the target attacks the kobold rogue before the start of the kobold rogue’s next turn, the kobold rogue
can attack it again as an immediate interrupt.
Short Sword: +28 vs. Fortitude; 2d6 + 15 damage.
Shuriken:
Ranged 6/12; +28 vs. Fortitude; 2d6 + 15 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +28 vs. Fortitude; 4d6 + 15 damage, and the kobold rogue slides the target 5 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The kobold rogue slides the target 5 squares, and no damage from obstacles.
- ● 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 5d6 damage.
Skills Acrobatics +22, Thievery +24
Str 20 (+15); Dex 24 (+17); Wis 13 (+11);
Con 16 (+13); Int 12 (+11); Cha 15 (+12)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Kobold Trickster Rogue [Level 21 Skirmisher]
Small natural humanoid (reptile) [XP 3200]
Initiative +17; Senses Perception +16
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 31, Reflex 37, Will 33
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +23 vs. AC; 2d6 + 10 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +28 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. AC; 2d6 + 15 damage.
The kobold rogue can move 2 squares before the attack.
- ○ [M/R] Hounding Strike (standard) ✦ Weapon
- Short Sword: +28 vs. Will; 3d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. Will; 3d6 + 15 damage.
Hit: Until the end of the kobold rogue’s next turn, the kobold rogue gains combat advantage against the target
and a +1 power bonus to all defenses against its attacks.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +28 vs. Will; 5d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +27 vs. Will; 5d6 + 15 damage.
Hit or Miss: Until the end of the kobold rogue’s next turn, all of the target’s defenses against the kobold
rogue’s attacks take a -5 penalty. Sustain Minor: Sustain the penalty for another round.
- ● 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 5d6 damage.
Skills Stealth +24, Thievery +24
Str 15 (+12); Dex 24 (+17); Wis 13 (+11);
Con 16 (+13); Int 12 (+11); Cha 20 (+15)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Kobold Fey-Pact Warlock [Level 21 Skirmisher]
Small natural humanoid (reptile) [XP 3200]
Initiative +12; Senses Perception +12
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 35; Fortitude 31, Reflex 34, Will 35
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +24 vs. Reflex; 2d10 + 14 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +24 vs. Will; 2d6 + 14 psychic damage, and the kobold warlock is invisible to the target until the start of the
kobold warlock’s next turn.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +24 vs. Fortitude; 3d6 + 14 damage, and the kobold warlock can spend a healing surge, regaining an additional +5
hit points.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +24 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the kobold warlock since the kobold warlock’s last turn. If no one attacked the kobold warlock since the kobold
warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When
the kobold warlock sustains this power, the kobold warlock can repeat the attack against the target. If the kobold warlock
misses, the kobold warlock can no longer sustain the power.
- ○ 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 3d6 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 +20, Bluff +21
Str 12 (+11); Dex 15 (+12); Wis 14 (+12);
Con 17 (+13); Int 20 (+15); Cha 22 (+16)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Infernal-Pact Warlock [Level 21 Skirmisher]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +11
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 35; Fortitude 35, Reflex 34, Will 31
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +25 vs. Reflex; 2d6 + 15 fire damage. If the kobold warlock takes damage before the end of the kobold warlock’s
next turn, the target takes an extra 2d6 + 15 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +25 vs. Fortitude; the kobold warlock takes 16 damage, and the target takes 3d10 + 25 damage.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The kobold warlock conjures flames in the shape of diabolic imps that appear at the kobold warlock’s feet. The kobold warlock
gains 25 temporary hit points. Any enemy that enters a square adjacent to the kobold warlock takes 2d10 fire damage and is
pushed 3 squares. This effect applies once per creature per round. It ends when the kobold warlock has no temporary hit points
remaining.
- ○ 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 3d6 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 21 temporary hit points.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +20, Intimidate +17
Str 12 (+11); Dex 16 (+13); Wis 13 (+11);
Con 24 (+17); Int 20 (+15); Cha 15 (+12)
Equipment leather armor, mace
-1 Level / +1 Level
Kobold Star-Pact Warlock [Level 21 Skirmisher]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +11
HP 200; Bloodied 100
Healing Surges (+50 hp) ○○○
AC 33; Fortitude 35, Reflex 32, Will 34
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +21 vs. AC; 2d6 + 9 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +25 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +25 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the kobold warlock on its next turn,
it takes an extra 2d6 + 15 damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +23 vs. Reflex; 1d8 + 13 damage, and the target gains vulnerability 12 to all attacks until the end of the kobold
warlock’s next turn.
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +23 vs. Reflex; 4d10 + 13 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 8 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ● 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 3d6 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 +17, Insight +16
Str 12 (+11); Dex 16 (+13); Wis 13 (+11);
Con 24 (+17); Int 15 (+12); Cha 20 (+15)
Equipment leather armor, sickle
-1 Level / +1 Level
Kobold Inspiring Warlord [Level 21 Soldier (Leader)]
Small natural humanoid (reptile) [XP 3200]
Initiative +14; Senses Perception +11
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 34; Fortitude 35, Reflex 30, Will 34
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +26 vs. Fortitude; 6 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 +5 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] Battle On (standard) ✦ Weapon
- +26 vs. AC; 3d10 + 14 damage, and every ally within 5 squares of the kobold warlord makes a saving throw with a +5 bonus.
- □ [M] Victory Surge (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage. Until the start of the kobold warlord’s next turn, every ally within 10 squares of the kobold
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the kobold
warlord’s next turn, one ally of the kobold warlord’s choice within 10 squares of the kobold warlord can follow up a standard
action with a basic attack made as a free action. Sustain Minor: Until the start of the kobold warlord’s next turn,
one ally of the kobold warlord’s choice within 10 squares of the kobold warlord can follow up a standard action with a basic
attack made as a free action.
- ○ 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 15 squares can spend a healing surge and regain an additional 5d6 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 15 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 +16, History +17
Str 22 (+16); Dex 15 (+12); Wis 12 (+11);
Con 16 (+13); Int 15 (+12); Cha 20 (+15)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Kobold Tactical Warlord [Level 21 Soldier (Leader)]
Small natural humanoid (reptile) [XP 3200]
Initiative +14; Senses Perception +11
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 35, Reflex 34, Will 31
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8). 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] Thunderous Fury (standard) ✦ Weapon
- +26 vs. AC; 3d8 + 14 damage (crit 38 + 3d8), and the target is dazed until the end of the kobold warlord’s next turn. Until
the end of the kobold warlord’s next turn, the kobold warlord’s allies gain a +5 power bonus to attack rolls against the target.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +26 vs. AC; 4d8 + 14 damage (crit 46 + 3d8). Hit or Miss: If the target attacks before the end of the kobold warlord’s
next turn, the kobold warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target.
If the kobold warlord deals damage, the target takes a -5 penalty to its attack roll. Sustain Minor: The effect continues
until the end of the kobold warlord’s next turn.
- □ 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 15 squares can spend a healing surge and regain an additional 5d6 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 +5 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 +16, History +20
Str 22 (+16); Dex 15 (+12); Wis 12 (+11);
Con 16 (+13); Int 20 (+15); Cha 15 (+12)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Kobold Control Wizard [Level 21 Artillery]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +15
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 34; Fortitude 31, Reflex 34, Will 35
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 2d4 + 11 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +24 vs. Fortitude; 2d6 + 14 cold damage, and the target is slowed until the end of the kobold wizard’s next turn.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +24 vs. Reflex; 3d8 + 14 force damage, and the target is immobilized until the end of the kobold wizard’s
next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends
at the end of the kobold wizard’s next turn, and the kobold wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +24 vs. Reflex; 2d10 + 14 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the kobold wizard’s next turn. Sustain Minor:
When the kobold wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 8 necrotic damage to creatures that are immobilized.
- ● 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 -5 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 +21, Insight +20
Str 12 (+11); Dex 17 (+13); Wis 20 (+15);
Con 16 (+13); Int 22 (+16); Cha 13 (+11)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Kobold War Wizard [Level 21 Artillery]
Small natural humanoid (reptile) [XP 3200]
Initiative +16; Senses Perception +12
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 34; Fortitude 31, Reflex 34, Will 32
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +27 vs. AC; 2d4 + 14 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +24 vs. Reflex; 2d6 + 14 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +24 vs. Reflex; 3d6 + 14 force damage, and the target
is dazed 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] Acid Wave (standard) ✦ Acid
- Close blast 5; +24 vs. Reflex; 5d6 + 14 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (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 +6 bonus to a single attack roll.
- Trap Sense
- The kobold wizard gains a +2 bonus to all defenses against traps.
Skills Arcana +21, History +21
Str 12 (+11); Dex 22 (+16); Wis 15 (+12);
Con 16 (+13); Int 22 (+16); Cha 13 (+11)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Kobold Isolating Avenger [Level 21 Skirmisher]
Small natural humanoid (reptile) [XP 3200]
Initiative +12; Senses Perception +16
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 36; Fortitude 32, Reflex 34, Will 35
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +22 vs. AC; 2d6 + 10 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage, and the kobold avenger shifts 1 square, sliding the target 1 square into the space the kobold
avenger occupied.
- ○ [M] Warding Blade (standard) ✦ Thunder, Weapon
- +27 vs. AC; 2d8 + 14 thunder damage, and the kobold avenger pushes any enemy within 2 squares of the kobold avenger, other
than the target, 2 squares. Until the end of the kobold avenger’s next turn, if any enemy other than the target enters a square
adjacent to the kobold avenger or hits or misses the kobold avenger from a square within the kobold avenger’s reach, the kobold
avenger can make a melee basic attack against that enemy as an opportunity action. The kobold avenger gains a +5 power bonus
to the attack roll of the melee basic attack.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +24 vs. Will; 4d8 + 14 psychic damage, and the target is pulled 3 squares. At
the start of each of the kobold avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and
the target is pulled 2 squares. At the start of the kobold avenger’s next turn, the target is pulled 3 squares.
- ○ [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 +5
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 +17, Religion +20
Str 15 (+12); Dex 15 (+12); Wis 22 (+16);
Con 16 (+13); Int 20 (+15); Cha 12 (+11)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Kobold Pursuing Avenger [Level 21 Skirmisher]
Small natural humanoid (reptile) [XP 3200]
Initiative +16; Senses Perception +16
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 32, Reflex 35, Will 35
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +26 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage, and if the target doesn’t end its next turn adjacent to the kobold avenger, the kobold avenger
can shift 7 squares as a free action. The kobold avenger must end that shift closer to the target.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage, and the target is immobilized until the end of the kobold avenger’s next turn. The kobold avenger
gains a +8 bonus to the kobold avenger’s next attack roll against the target before the end of the kobold avenger’s next turn.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +27 vs. AC; 5d8 + 14 damage. Miss: Half damage. The kobold avenger gains a +5 power bonus to the kobold avenger’s next
damage roll against the target before the end of the encounter, unless the kobold avenger attacks another creature first.
- ○ [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 +12
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 +16, Stealth +23
Str 15 (+12); Dex 22 (+16); Wis 22 (+16);
Con 16 (+13); Int 13 (+11); Cha 12 (+11)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Kobold Rageblood Barbarian [Level 21 Brute]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +16
HP 242; Bloodied 121
Healing Surges (+60 hp) ○○○
AC 37; Fortitude 36, Reflex 34, Will 30
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+26 vs. AC; 2d10 + 3d8 + 14 damage. Hit or Miss: Until the start of the kobold barbarian’s next turn, any attacker
gains a +2 bonus to attack rolls against the kobold barbarian. If the kobold barbarian is raging, attackers do not gain this
bonus.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +26 vs. AC; 3d10 + 14 damage, and the kobold barbarian gains 16 temporary hit points.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +26 vs. AC; 4d10 + 14 damage, and the target is dazed (save ends). Miss: Half damage. Hit or Miss: The kobold
barbarian enters the rage of the hydra. Until the rage ends, once per round when the kobold barbarian makes an attack that
misses, the kobold barbarian can make a melee basic attack as a free action.
- ● 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 16 temporary hit points.
- Barbarian Agility
- While the kobold barbarian is not wearing heavy armor, the kobold barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +20, Perception +16
Str 22 (+16); Dex 16 (+13); Wis 13 (+11);
Con 22 (+16); Int 12 (+11); Cha 15 (+12)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Thaneborn Barbarian [Level 21 Brute]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +16
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 37; Fortitude 36, Reflex 34, Will 33
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+26 vs. AC; 2d10 + 3d6 + 14 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] Devastating Blow (standard) ✦ Weapon
- +26 vs. AC; 4d10 + 14 damage, and the target takes a –5 penalty to AC until the end of the kobold barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +26 vs. AC; 3d10 + 14 damage, and ongoing 10 poison damage (save ends). Miss: Half damage. Hit or Miss: The
kobold barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next to the kobold
barbarian grants combat advantage to the kobold barbarian and the kobold barbarian’s allies until the end of its next turn.
- ● Shifty (minor)
- The kobold barbarian shifts 1 square.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the kobold barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the kobold barbarian’s next turn.
- □ 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 +5 bonus to the attack roll.
- Barbarian Agility
- While the kobold barbarian is not wearing heavy armor, the kobold barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +20, Perception +16
Str 22 (+16); Dex 16 (+13); Wis 13 (+11);
Con 17 (+13); Int 12 (+11); Cha 20 (+15)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Cunning Bard [Level 21 Controller (Leader)]
Small natural humanoid (reptile) [XP 3200]
Initiative +12; Senses Perception +16
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 31, Reflex 35, Will 35
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +22 vs. AC; 2d8 + 10 damage (crit 26 + 3d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +24 vs. Will; 2d6 + 14 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the kobold
bard’s next turn.
- ○ [R] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +24 vs. Reflex; 2d8 + 14 thunder damage, and the kobold bard and each ally within 10 squares of the kobold bard
can shift 6 squares as a free action.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +24 vs. Reflex; 3d8 + 14 radiant damage. Miss: Half damage. Hit or Miss:
The kobold bard and each ally within 10 squares of the kobold bard can shift 5 squares 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 15 squares can spend a healing surge and regain an additional 4d6 + 6 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 10 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 +20, Bluff +21
Str 14 (+12); Dex 15 (+12); Wis 12 (+11);
Con 17 (+13); Int 20 (+15); Cha 22 (+16)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Kobold Valorous Bard [Level 21 Controller (Leader)]
Small natural humanoid (reptile) [XP 3200]
Initiative +12; Senses Perception +16
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 35; Fortitude 34, Reflex 32, Will 35
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +22 vs. AC; 2d8 + 10 damage (crit 26 + 3d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8), 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] Song of Summons (standard) ✦ Teleportation, Weapon
- +26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8), and the kobold bard teleports an ally within 10 squares of the kobold bard to
a space adjacent to the kobold bard and gains a +6 power bonus to attack rolls against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ● Shifty (minor)
- The kobold bard shifts 1 square.
- ○○○ Majestic Word (minor) ✦ Healing
- The kobold bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 6 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 11 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 +17, Athletics +16
Str 14 (+12); Dex 15 (+12); Wis 12 (+11);
Con 22 (+16); Int 15 (+12); Cha 22 (+16)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Kobold Guardian Druid [Level 21 Controller]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +16
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 37; Fortitude 34, Reflex 32, Will 35
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +22 vs. AC; 2d8 + 10 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +24 vs. Reflex; 2d8 + 14 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; +24 vs. Fortitude; 2d6 + 8 cold damage, and the target slides 1 square.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +24 vs. Fortitude; 3d6 + 14 damage, and the target slides 7 squares.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +24 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 14 damage. Miss: 1d6 + 14 damage, and the target is immobilized until the end of the kobold druid’s next turn.
- ● 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 3d6 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 +21, Nature +21
Str 14 (+12); Dex 17 (+13); Wis 22 (+16);
Con 22 (+16); Int 13 (+11); Cha 12 (+11)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Predator Druid [Level 21 Controller]
Small natural humanoid (reptile) [XP 3200]
Initiative +16; Senses Perception +21
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 37; Fortitude 31, Reflex 35, Will 35
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +22 vs. AC; 2d8 + 10 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +24 vs. Reflex; 2d8 + 14 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; +24 vs. Reflex; 2d6 + 8 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 6 fire damage.
- ○ [M] Scavenger’s Prize (standard) ✦ Beast Form
- +24 vs. Fortitude; 3d10 + 14 damage, the kobold druid grabs the target and shifts 6 squares, pulling the target with the kobold
druid.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +24 vs. Fortitude; 3d10 + 14 damage, and the kobold druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the kobold druid’s turn. Miss: Half damage, and the kobold druid grabs the target. Hit or Miss:
Until the end of the encounter, while the kobold druid is in beast form, the kobold druid gains a +2 bonus to AC and Fortitude.
- ● 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 +21, Perception +21
Str 14 (+12); Dex 22 (+16); Wis 22 (+16);
Con 17 (+13); Int 13 (+11); Cha 12 (+11)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Preserving Invoker [Level 21 Artillery]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +16
HP 149; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 36; Fortitude 32, Reflex 34, Will 35
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +24 vs. Reflex; 2d8 + 14 radiant damage, and the kobold invoker slides the target 1 square. The kobold invoker
can use this power as a ranged basic attack.
- ○ [A] Glyph of Three Blades (standard)
- Area burst 1 within 10; +24 vs. Reflex; 2d8 + 14 damage. If the target moves more than 1 square before the end of the kobold
invoker’s next turn, the target takes 10 damage.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +24 vs. Will; 5d6 + 14 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ● 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 +5 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 +20, Religion +20
Str 12 (+11); Dex 16 (+13); Wis 22 (+16);
Con 17 (+13); Int 20 (+15); Cha 13 (+11)
Equipment hide armor, mace
-1 Level / +1 Level
Kobold Wrathful Invoker [Level 21 Artillery]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +16
HP 154; Bloodied 77
Healing Surges (+38 hp) ○○○
AC 34; Fortitude 35, Reflex 32, Will 35
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +24 vs. Fortitude; 2d10 + 14 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 radiant damage. The kobold invoker can use this power as a ranged basic attack.
- ○ [R] Blood Debt (standard) ✦ Radiant
- Ranged 10; +24 vs. Will; 3d10 + 14 radiant damage, and until the end of the kobold invoker’s next turn, each creature that
the target attacks gains a +7 bonus to its next attack roll against the target.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +24 vs. Fortitude; 7d6 + 14 damage, and the kobold invoker slides the target 5 squares and knock it
prone. Miss: Half damage, and the kobold invoker slides the target 3 squares and knock it prone.
- ● 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 2d6+6 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 +20, Religion +17
Str 12 (+11); Dex 16 (+13); Wis 22 (+16);
Con 22 (+16); Int 15 (+12); Cha 13 (+11)
Equipment chainmail, mace
-1 Level / +1 Level
Kobold Bear Shaman [Level 21 Controller (Leader)]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +21
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 33; Fortitude 35, Reflex 31, Will 35
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +24 vs. Will; 2d8 + 14 damage, and each ally adjacent to the kobold shaman’s spirit companion gains 6 temporary
hit points.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +24 vs. Will; 3d6 + 14 damage, and each ally adjacent to the kobold shaman’s spirit companion can spend a healing
surge and regains an additional 12 hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +24 vs. Fortitude; 2d10 + 14 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The kobold shaman conjures a bear spirit in an unoccupied square adjacent
to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through
its space, but allies can. As a move action, the kobold shaman can move the spirit 5 squares.
The spirit can flank
enemies with the kobold shaman and the kobold shaman’s allies, and it can make opportunity attacks against the kobold shaman’s
enemies: +24 vs. Reflex; 2d10 + 14 damage.
- ● 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 20 damage to the spirit, the spirit
disappears, and the kobold shaman takes 15 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 5d6 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; +24 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the kobold shaman’s spirit
companion regains 6 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 6 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 +21, Perception +21
Str 13 (+11); Dex 16 (+13); Wis 22 (+16);
Con 22 (+16); Int 15 (+12); Cha 12 (+11)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Panther Shaman [Level 21 Controller (Leader)]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +21
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 35; Fortitude 32, Reflex 33, Will 35
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +21 vs. AC; 2d8 + 9 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +24 vs. Fortitude; 2d10 + 14 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.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +24 vs. Reflex; 2d10 + 14 damage. Until the end of the kobold shaman’s next turn,
any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the kobold shaman’s spirit companion.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +24 vs. Reflex; 4d8 + 14 damage. Miss: Half damage. Hit or Miss: Until the end of the kobold shaman’s
next turn, the kobold shaman and the kobold shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls
against the target. As a free action before the kobold shaman’s next turn, each ally within 20 squares of the target can make
a saving throw and shift 3 squares as the first action of his or her turn.
- ● 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 20 damage to the spirit, the spirit
disappears, and the kobold shaman takes 15 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 5d6 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; +24 vs. Reflex; 2d10 + 14 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 +5 bonus to damage rolls against bloodied enemies.
Skills Nature +21, Perception +21
Str 13 (+11); Dex 16 (+13); Wis 22 (+16);
Con 17 (+13); Int 20 (+15); Cha 12 (+11)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Chaos Sorcerer [Level 21 Artillery]
Small natural humanoid (reptile) [XP 3200]
Initiative +16; Senses Perception +11
HP 148; Bloodied 74
Healing Surges (+37 hp) ○○○
AC 34; Fortitude 31, Reflex 34, Will 36
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +27 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +24 vs. Will; 2d10 + 24 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:
+24 vs. Will; 1d6 + 18 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] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +24 vs. Will; 3d8 + 24 thunder damage, and the kobold sorcerer teleports
the target to a space adjacent to the kobold sorcerer’s enemy that is nearest to it. If the kobold sorcerer rolled an even
number on the attack roll, the kobold sorcerer can teleport the target to a space adjacent to the kobold sorcerer’s ally,
not the kobold sorcerer’s enemy, who is nearest to it.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +24 vs. Reflex; 6d6 + 24 lightning damage. If the kobold sorcerer rolled an even
number on the attack roll, the target is immobilized (save ends). If the kobold sorcerer rolled an odd number on the attack
roll, the target is dazed (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 +10 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 +16, Bluff +21
Str 15 (+12); Dex 22 (+16); Wis 12 (+11);
Con 16 (+13); Int 13 (+11); Cha 22 (+16)
Equipment cloth armor, dagger
-1 Level / +1 Level
Kobold Dragon Sorcerer [Level 21 Skirmisher]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +11
HP 192; Bloodied 96
Healing Surges (+48 hp) ○○○
AC 33; Fortitude 33, Reflex 31, Will 36
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 13 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +24 vs. Reflex; 2d8 + 23 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 5 fire damage.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +24 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the kobold sorcerer
slides the target 5 squares.
- ● 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 -5 penalty to attack rolls.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the kobold sorcerer.
Targets the triggering creature; +24 vs. Reflex; 2d10 + 23 lightning damage and the kobold sorcerer pushes the target 5 squares.
- Trap Sense
- The kobold sorcerer gains a +2 bonus to all defenses against traps.
- Draconic Power
- The kobold sorcerer gains a +9 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 +16, Athletics +20
Str 20 (+15); Dex 17 (+13); Wis 12 (+11);
Con 16 (+13); Int 13 (+11); Cha 22 (+16)
Equipment cloth armor, mace
-1 Level / +1 Level
Kobold Earth Warden [Level 21 Brute]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +17
HP 242; Bloodied 121
Healing Surges (+60 hp) ○○○
AC 39; Fortitude 35, Reflex 33, Will 31
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8), and the kobold warden gains a +1 power bonus to AC until the end of the kobold
warden’s next turn.
- ○ [M] Eager Vine Strike (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 14 damage (crit 30 + 3d8). The target is immobilized and takes a -6 penalty to AC and Reflex until the end
of the kobold warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +26 vs. AC; 4d8 + 14 cold damage (crit 46 + 3d8), and the target is slowed (save ends). First Failed Save: The target
is immobilized instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save
ends). Miss: Half damage, and the target is slowed until the end of the kobold warden’s next turn. Hit or Miss:
Each enemy within 3 squares of the kobold warden, other than the target, is slowed until the end of the kobold warden’s next
turn.
- ● Shifty (minor)
- The kobold warden shifts 1 square.
- ● [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 +6 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 +6 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 +18, Perception +17
Str 22 (+16); Dex 16 (+13); Wis 15 (+12);
Con 22 (+16); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Wild Warden [Level 21 Brute]
Small natural humanoid (reptile) [XP 3200]
Initiative +13; Senses Perception +20
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 36; Fortitude 35, Reflex 31, Will 34
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +26 vs. AC; 2d6 + 14 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 14 damage, and the target is slowed until the end of the kobold warden’s next turn.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +26 vs. Fortitude; 2d10 + 19 damage, and the target is weakened until the end of the kobold warden’s next turn.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the kobold warden shifts 1 square. +26 vs. AC; 3d10 + 14 damage, and ongoing 10 damage (save
ends). Miss: Half damage, and ongoing 5 damage (save ends).
- ● Shifty (minor)
- The kobold warden shifts 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; +26 vs. Fortitude; 2d10 + 14 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 -5
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 +20, Perception +20
Str 22 (+16); Dex 16 (+13); Wis 20 (+15);
Con 17 (+13); Int 12 (+11); Cha 13 (+11)
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.