Kobold NPCs [Level 23]

Kobold Battle Cleric [Level 23 Controller (Leader)]

Small natural humanoid (reptile) [XP 5100]

Initiative +13; Senses Perception +16
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 36, Reflex 32, Will 37
Speed 5

● [m] Mace (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 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] Haunting Strike (standard) ✦ Weapon
+30 vs. AC; 4d8 + 15 damage. The next attack roll the kobold cleric makes against the target gains a +2 power bonus.
□ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
+28 vs. AC; 3d8 + 15 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.
Purify (standard)
Every effect that a save can end is removed from the kobold cleric and each ally within 10 squares.
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 +17
Str 22 (+17); Dex 15 (+13); Wis 20 (+16);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment chainmail, mace, javelin

-1 Level / +1 Level

Kobold Devoted Cleric [Level 23 Controller (Leader)]

Small natural humanoid (reptile) [XP 5100]

Initiative +13; Senses Perception +17
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 33, Reflex 32, Will 38
Speed 5

● [m] Mace (standard) ✦ Weapon
+24 vs. AC; 2d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +26 vs. Reflex; 2d8 + 15 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.
○ [A] Healing Torch (standard) ✦ Healing, Radiant
Area burst 5 within 10; targets enemies; +26 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The kobold cleric and each ally in the burst gain a +5 power bonus to AC until the end of the kobold cleric’s next turn and can spend a healing surge. Add +5 to the hit points regained.
□ [A] Fire Storm (standard) ✦ Fire, Zone
Area burst 5 within 10; targets enemies; +26 vs. Reflex; 5d10 + 15 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 + 15 fire damage. Sustain Minor: The zone persists.
Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
The kobold cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the kobold cleric within 5 squares of its previous location.
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 +22, Religion +17
Str 15 (+13); Dex 15 (+13); Wis 22 (+17);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment chainmail, mace, javelin

-1 Level / +1 Level

Kobold Greatweapon Fighter [Level 23 Soldier]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +13
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 38, Reflex 33, Will 32
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+28 vs. AC; 2d10 + 15 damage.
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +28 vs. AC; 2d6 + 15 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+28 vs. AC; 2d10 + 15 damage. Miss: 6 damage.
○ [M] Hack’n’ Slash (standard) ✦ Weapon
+28 vs. AC; 4d10 + 21 damage.
□ [C] Devastation’s Wake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +28 vs. AC; 3d10 + 15 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: +28 vs. AC; 1d10 + 15 damage.
Shifty (minor)
The kobold fighter shifts 1 square.
No Surrender (no action) ✦ Healing
When the kobold fighter’s hit points drop to 0 or lower.
The kobold fighter regains hit points up to one-half the kobold fighter’s maximum hit points. However, the kobold fighter takes a –2 penalty to attack rolls until the end of the encounter.
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 +22, Intimidate +17
Str 22 (+17); Dex 17 (+14); Wis 14 (+13);
Con 22 (+17); Int 12 (+12); Cha 13 (+12)
Equipment scale armor, battleaxe, handaxe

-1 Level / +1 Level

Kobold Guardian Fighter [Level 23 Soldier]

Small natural humanoid (reptile) [XP 5100]

Initiative +17; Senses Perception +13
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 38, Reflex 38, Will 32
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+28 vs. AC; 2d8 + 15 damage (crit 31 + 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] Fangs of Steel (standard) ✦ Weapon
+28 vs. AC; 3d8 + 21 damage (crit 45 + 3d8), and make a secondary attack against one creature adjacent to the primary target and within the kobold fighter’s melee reach. Secondary Attack: +28 vs. AC; 2d8 + 21 damage (crit 37 + 3d8).
□ [M] Strike of the Watchful Guard (standard) ✦ Weapon
+28 vs. AC; 4d8 + 15 damage (crit 47 + 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.
Act of Desperation (minor)
When an ally within 10 squares is dying.
The kobold fighter gains an action point that the kobold fighter must spend during the kobold fighter’s current turn.
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 +18, Intimidate +17
Str 22 (+17); Dex 22 (+17); Wis 14 (+13);
Con 17 (+14); Int 12 (+12); Cha 13 (+12)
Equipment scale armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Kobold Avenging Paladin [Level 23 Soldier]

Small natural humanoid (reptile) [XP 5100]

Initiative +13; Senses Perception +13
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 37, Reflex 33, Will 36
Speed 5

● [m] Longsword (standard) ✦ Weapon
+29 vs. AC; 2d8 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+29 vs. AC; 2d8 + 15 radiant damage. If the kobold paladin has marked the target, the kobold paladin gains a +2 bonus to the damage roll.
○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
+29 vs. AC; 3d8 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent to the kobold paladin other than the primary target. Secondary Attack: +29 vs. AC; 1d8 + 15 thunder damage, and the target is knocked prone.
□ [M] Crusader’s Boon (standard) ✦ Weapon
+29 vs. AC; 4d8 + 15 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.
Cleansing Burst (minor)
The kobold paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties to attack rolls or defenses affecting the targets are removed.
Trap Sense
The kobold paladin gains a +2 bonus to all defenses against traps.

Skills Intimidate +21, Religion +17
Str 22 (+17); Dex 15 (+13); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment plate armor, longsword, javelin

-1 Level / +1 Level

Kobold Protecting Paladin [Level 23 Soldier]

Small natural humanoid (reptile) [XP 5100]

Initiative +13; Senses Perception +13
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 40; Fortitude 36, Reflex 35, Will 37
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +27 vs. AC; 2d6 + 14 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8), and the kobold paladin gains 2 temporary hit points.
○ [R] Here Waits Thy Doom (standard) ✦ Radiant
Ranged 5; +26 vs. Will; 4d10 + 15 radiant damage, and the target is pulled 2 squares.
□ [A] Righteous Inferno (standard) ✦ Fire, Zone
Area burst 2 within 10; targets enemies; +26 vs. Reflex; 3d10 + 15 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 + 9 fire damage and grant combat advantage to the kobold paladin and the kobold paladin’s allies. Sustain Minor: The zone persists.
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.
United in Faith (minor) ✦ Healing
The kobold paladin and each ally within 5 squares can spend a healing surge.
Trap Sense
The kobold paladin gains a +2 bonus to all defenses against traps.

Skills Intimidate +22, Religion +17
Str 20 (+16); Dex 15 (+13); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 22 (+17)
Equipment plate armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Kobold Archer Ranger [Level 23 Skirmisher]

Small natural humanoid (reptile) [XP 5100]

Initiative +18; Senses Perception +18
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 40; Fortitude 36, Reflex 38, Will 32
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
● [m] Off-hand Short Sword (standard) ✦ Weapon
+28 vs. AC; 2d6 + 14 damage.
● [r] Shortbow (standard) ✦ Weapon
Ranged 15/30; +29 vs. AC; 2d8 + 16 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Short Sword: +27/+28 vs. AC; 2d8 + 9 damage (crit 25 + 3d8) (main)/2d6 + 9 damage (off-hand).
Shortbow: Ranged 15/30; +29 vs. AC (twice); 2d8 + 9 damage.
○ [R] Hammer Shot (standard) ✦ Weapon
Ranged 15/30; +29 vs. Fortitude; 4d8 + 16 damage, and the target is pushed 4 squares.
□ [R] Two-in-One Shot (standard) ✦ Weapon
Ranged 15/30; two attacks against one creature; +29 vs. AC; 2d8 + 16 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.
Forest Ghost (standard) ✦ Illusion
When it is not the kobold ranger’s turn, enemies treat the kobold ranger as invisible if the kobold ranger has cover or concealment from them. An enemy still knows the square occupied by the kobold ranger if it saw the kobold ranger in that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
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 +18, Stealth +24
Str 20 (+16); Dex 24 (+18); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, scimitar, short sword, shortbow

-1 Level / +1 Level

Kobold Two-Blade Ranger [Level 23 Skirmisher]

Small natural humanoid (reptile) [XP 5100]

Initiative +17; Senses Perception +18
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 37, Reflex 37, Will 32
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
● [m] Off-hand Scimitar (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
● [r] Shortbow (standard) ✦ Weapon
Ranged 15/30; +28 vs. AC; 2d8 + 15 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Scimitar: +28/+28 vs. AC; 2d8 + 9 damage (crit 25 + 3d8) (main)/2d8 + 9 damage (crit 25 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +28 vs. AC (twice); 2d8 + 9 damage.
○ [M] Cloak of Thorns (standard) ✦ Weapon
Two attacks against one or two creatures.
Scimitar (main): +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
Scimitar (off hand): +28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
If one attack hits, the target takes a –2 penalty to attack rolls until the end of the kobold ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss: If any adjacent creature makes an attack against the kobold ranger and misses before the start of the kobold ranger’s next turn, make a melee basic attack against it with both the kobold ranger’s main weapon and the kobold ranger’s off-hand weapon as an immediate reaction.
□ [M] Cruel Cage of Steel (standard) ✦ Weapon
Three attacks against one, two, or three creatures;
Scimitar (first attack; main): +30 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
Scimitar (second attack; off hand): +30 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
Scimitar (third attack; main): +30 vs. AC; 1d8 + 15 damage (crit 23 + 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.
Hit the Dirt (immediate interrupt)
When the kobold ranger is hit by an area attack or a close attack.
Shift 2 squares.
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 +18, Perception +18
Str 22 (+17); Dex 22 (+17); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, scimitar, scimitar, shortbow

-1 Level / +1 Level

Kobold Brawny Rogue [Level 23 Skirmisher]

Small natural humanoid (reptile) [XP 5100]

Initiative +18; Senses Perception +12
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 35, Reflex 39, Will 32
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+28 vs. AC; 2d6 + 14 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +30 vs. AC; 2d6 + 16 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+30 vs. Reflex; 2d6 + 16 damage.
□ [M] Flying Foe (standard) ✦ Weapon
+30 vs. Fortitude; 4d6 + 16 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.
Dazzling Acrobatics (move)
The kobold rogue can shift twice the kobold rogue’s speed. The kobold rogue can climb at full speed as part of this move. If an enemy attacks the kobold rogue while the kobold rogue shifts, the kobold rogue gains a +4 bonus to AC against that attack.
Shifty (minor)
The kobold rogue shifts 1 square.
○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
When an ally damages a creature adjacent to the kobold rogue.
Targets the creature the kobold rogue’s ally damaged; +30 vs. AC; 2d6 + 16 damage.
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 +23, Thievery +25
Str 20 (+16); Dex 24 (+18); Wis 13 (+12);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Kobold Trickster Rogue [Level 23 Skirmisher]

Small natural humanoid (reptile) [XP 5100]

Initiative +18; Senses Perception +17
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 33, Reflex 39, Will 35
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+25 vs. AC; 2d6 + 11 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +30 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
The kobold rogue can move 2 squares before the attack.
○ [M/R] Knave’s Gambit (standard) ✦ Weapon
Short Sword: +30 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 16 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the kobold rogue. The kobold rogue chooses the target of its attack.
□ [M/R] Feinting Flurry (standard) ✦ Weapon
Short Sword: +30 vs. Will; 5d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. Will; 5d6 + 16 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 from the Light (minor)
The kobold rogue must already be hidden to use this power. The kobold rogue is invisible until the end of the encounter or until the kobold rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic attack or an at-will attack.
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 +25, Thievery +25
Str 15 (+13); Dex 24 (+18); Wis 13 (+12);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Kobold Fey-Pact Warlock [Level 23 Skirmisher]

Small natural humanoid (reptile) [XP 5100]

Initiative +13; Senses Perception +13
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 33, Reflex 36, Will 37
Speed 6

● [m] Spear (standard) ✦ Weapon
+23 vs. AC; 2d8 + 10 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +26 vs. Will; 2d6 + 15 psychic damage, and the kobold warlock is invisible to the target until the start of the kobold warlock’s next turn.
○ [R] Thorns of Venom (standard) ✦ Poison
Ranged 10; +26 vs. Fortitude; 3d8 + 15 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex defense until the end of the kobold warlock’s next turn.
□ [R] Delusions of Loyalty (standard) ✦ Charm
Ranged 10; +26 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.
Raven’s Glamor (move) ✦ Illusion, Teleportation
The kobold warlock becomes invisible until the start of the kobold warlock’s next turn and teleports 20 squares. The kobold warlock leaves behind an illusory image of the kobold warlock that persists as long as the kobold warlock is invisible. This image stands in place, takes no actions, and uses the kobold warlock’s defenses if it is attacked. If the illusion is touched or takes any damage, it dissolves into a pile of dead leaves. If the kobold warlock makes an attack, the kobold warlock becomes visible. Sustain Standard: The kobold warlock remains invisible as long as the kobold warlock doesn’t make an attack.
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 +21, Bluff +22
Str 12 (+12); Dex 15 (+13); Wis 14 (+13);
Con 17 (+14); Int 20 (+16); Cha 22 (+17)
Equipment leather armor, spear

-1 Level / +1 Level

Kobold Infernal-Pact Warlock [Level 23 Skirmisher]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +12
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 37, Reflex 36, Will 33
Speed 6

● [m] Mace (standard) ✦ Weapon
+23 vs. AC; 2d8 + 10 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +27 vs. Reflex; 2d6 + 16 fire damage. If the kobold warlock takes damage before the end of the kobold warlock’s next turn, the target takes an extra 2d6 + 16 fire damage.
○ [C] Spiteful Darts (standard)
Close blast 5; +27 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
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.
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.
Wings of the Fiend (minor) ✦ Polymorph
The kobold warlock grows wings and gains a fly speed equal to the kobold warlock’s speed until the end of the encounter or for 5 minutes.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The kobold warlock gains 23 temporary hit points.
Trap Sense
The kobold warlock gains a +2 bonus to all defenses against traps.

Skills Arcana +21, Intimidate +18
Str 12 (+12); Dex 16 (+14); Wis 13 (+12);
Con 24 (+18); Int 20 (+16); Cha 15 (+13)
Equipment leather armor, mace

-1 Level / +1 Level

Kobold Star-Pact Warlock [Level 23 Skirmisher]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +12
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 35; Fortitude 37, Reflex 34, Will 36
Speed 6

● [m] Sickle (standard) ✦ Weapon
+23 vs. AC; 2d6 + 10 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +27 vs. Fortitude; 2d6 + 16 radiant damage. If the target moves nearer to the kobold warlock on its next turn, it takes an extra 2d6 + 16 damage.
○ [R] Dark Transport (standard) ✦ Teleportation
Ranged 10; +25 vs. Will; 4d10 + 14 damage, and the kobold warlock can swap places with the target. After swapping places with the target, the kobold warlock can teleport 2 squares..
□ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
Ranged 10; +25 vs. Reflex; 4d10 + 14 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 + 9 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.
Entropic Ward (minor)
Until the end of the kobold warlock’s next turn, anyone who attacks the kobold warlock must roll two dice and take the lower result. Each time an attack misses due to this effect, the kobold warlock gains a cumulative +1 power bonus to the kobold warlock’s next attack roll.
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 +18, Insight +17
Str 12 (+12); Dex 16 (+14); Wis 13 (+12);
Con 24 (+18); Int 15 (+13); Cha 20 (+16)
Equipment leather armor, sickle

-1 Level / +1 Level

Kobold Inspiring Warlord [Level 23 Soldier (Leader)]

Small natural humanoid (reptile) [XP 5100]

Initiative +15; Senses Perception +12
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 37, Reflex 32, Will 36
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+28 vs. AC; 2d10 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
● [M] Furious Smash (standard) ✦ Weapon
+28 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
+28 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the kobold warlord’s next turn. Until the end of the encounter, the kobold warlord’s allies gain a +5 power bonus to their attack rolls against weakened enemies.
□ [M] Victory Surge (standard) ✦ Weapon
+28 vs. AC; 2d10 + 15 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.
Heart of the Titan (standard)
The kobold warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 5. Until the target loses as many temporary hit points as he or she gained from this power, the target adds +5 to damage rolls and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
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 16 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 +17, History +18
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 16 (+14); Int 15 (+13); Cha 20 (+16)
Equipment chainmail, battleaxe, javelin

-1 Level / +1 Level

Kobold Tactical Warlord [Level 23 Soldier (Leader)]

Small natural humanoid (reptile) [XP 5100]

Initiative +15; Senses Perception +12
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 37, Reflex 36, Will 33
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage (crit 31 + 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] Sudden Assault (standard) ✦ Weapon
+28 vs. AC; 1d8 + 15 damage (crit 23 + 3d8), and an ally of the kobold warlord’s choice within 5 squares of the kobold warlord takes a standard action. The kobold warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the kobold warlord for attacks made with this extra standard action.
□ [M] Break the Tempo (standard) ✦ Weapon
+28 vs. AC; 4d8 + 15 damage (crit 47 + 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.
Own the Battlefield (standard)
Close burst 10; targets visible enemies; the kobold warlord slides each target 5 squares.
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 +17, History +21
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 16 (+14); Int 20 (+16); Cha 15 (+13)
Equipment hide armor, light shield, scimitar, javelin

-1 Level / +1 Level

Kobold Control Wizard [Level 23 Artillery]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +16
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 37
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +26 vs. AC; 2d4 + 12 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +26 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the kobold wizard’s next turn.
○ [A] Acid Storm (standard) ✦ Acid
Area burst 4 within 10; +26 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage. The cloud lasts until the end of the kobold wizard’s next turn, or the kobold wizard can dismiss it as a minor action.
□ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
Area burst 4 within 10; +26 vs. Reflex; 2d10 + 15 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 + 9 necrotic damage to creatures that are immobilized.
Shifty (minor)
The kobold wizard shifts 1 square.
Time Stop (minor)
The kobold wizard gains two extra standard actions, which the kobold wizard can’t use to attack other creatures.
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.
Trap Sense
The kobold wizard gains a +2 bonus to all defenses against traps.

Skills Arcana +22, Insight +21
Str 12 (+12); Dex 17 (+14); Wis 20 (+16);
Con 16 (+14); Int 22 (+17); Cha 13 (+12)
Equipment cloth armor, dagger, orb

-1 Level / +1 Level

Kobold War Wizard [Level 23 Artillery]

Small natural humanoid (reptile) [XP 5100]

Initiative +17; Senses Perception +13
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 34
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +29 vs. AC; 2d4 + 15 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +26 vs. Reflex; 2d6 + 15 fire damage.
○ [R] Chain Lightning (standard) ✦ Lightning
Ranged 20; +26 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within 5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +26 vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +26 vs. Reflex; 1d6 + 15 lightning damage.
□ [C] Acid Wave (standard) ✦ Acid
Close blast 5; +26 vs. Reflex; 5d6 + 15 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and ongoing 5 acid damage (save ends).
Mass Fly (standard)
The kobold wizard and each ally within 5 squares gain a speed of fly 8 until the end of the kobold wizard’s next turn. Sustain Minor: The kobold wizard can sustain this power until the end of the encounter or for 5 minutes. If the kobold wizard does not sustain this power, all targets float to the ground without taking falling damage.
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 +22, History +22
Str 12 (+12); Dex 22 (+17); Wis 15 (+13);
Con 16 (+14); Int 22 (+17); Cha 13 (+12)
Equipment cloth armor, dagger, wand

-1 Level / +1 Level

Kobold Isolating Avenger [Level 23 Skirmisher]

Small natural humanoid (reptile) [XP 5100]

Initiative +13; Senses Perception +17
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 6

● [m] Longsword (standard) ✦ Weapon
+25 vs. AC; 2d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+29 vs. AC; 2d8 + 15 damage, and the kobold avenger shifts 1 square, sliding the target 1 square into the space the kobold avenger occupied.
○ [M] Phase Duel (standard) ✦ Weapon
+29 vs. AC; 3d8 + 15 damage, and until the end of the kobold avenger’s next turn, the kobold avenger and the target are immobilized. In addition, no other creature has line of sight or line of effect to either the target or the kobold avenger, both of whom have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends on either the target or the kobold avenger before 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 +5 bonus to all defenses against the target’s attacks.
□ [C] Aspect of Awe (standard) ✦ Charm, Psychic
Close burst 5; targets one creature in burst; +26 vs. Will; 4d8 + 15 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.
Oath of the Final Strike (immediate interrupt)
When an attack reduces the kobold avenger to 0 hit points or fewer and doesn’t kill you.
The kobold avenger is dying but doesn’t fall unconscious. Until the end of the kobold avenger’s next turn, the kobold avenger doesn’t take any damage after the triggering attack, and the kobold avenger gains a +4 bonus to attack rolls. At the end of the kobold avenger’s next turn, the kobold avenger falls unconscious if the kobold avenger is still dying.
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 +18, Religion +21
Str 15 (+13); Dex 15 (+13); Wis 22 (+17);
Con 16 (+14); Int 20 (+16); Cha 12 (+12)
Equipment cloth armor, longsword, javelin, holy symbol

-1 Level / +1 Level

Kobold Pursuing Avenger [Level 23 Skirmisher]

Small natural humanoid (reptile) [XP 5100]

Initiative +17; Senses Perception +17
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 37
Speed 6

● [m] Longsword (standard) ✦ Weapon
+25 vs. AC; 2d8 + 11 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +28 vs. AC; 2d8 + 15 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+29 vs. AC; 2d8 + 15 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] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
+29 vs. AC; 4d8 + 15 radiant damage, and if the target is not adjacent to the kobold avenger at the start of the kobold avenger’s next turn, the kobold avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that turn, the kobold avenger can teleport to a space adjacent to the target as a move action, doing 11 radiant damage to the target.
□ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
+29 vs. AC; 5d8 + 15 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.
Ghostly Vengeance (minor)
Until the end of the encounter, the kobold avenger gains phasing, and the kobold avenger takes half damage from opportunity attacks.
○ [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 +17, Stealth +24
Str 15 (+13); Dex 22 (+17); Wis 22 (+17);
Con 16 (+14); Int 13 (+12); Cha 12 (+12)
Equipment cloth armor, longsword, crossbow, holy symbol

-1 Level / +1 Level

Kobold Rageblood Barbarian [Level 23 Brute]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +17
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 39; Fortitude 38, Reflex 36, Will 32
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+28 vs. AC; 2d10 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+28 vs. AC; 2d10 + 3d8 + 15 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] Fatal Strike (standard) ✦ Weapon
+28 vs. AC; 4d10 + 21 damage, and the target cannot regain hit points until the start of the kobold barbarian’s next turn.
□ [M] Hydra Rage (standard) ✦ Rage, Weapon
+28 vs. AC; 4d10 + 15 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.
Swift Charge (free)
When the kobold barbarian’s attack reduces an enemy to 0 hit points.
The kobold barbarian charges an enemy.
Primal Vigor (immediate interrupt)
When the kobold barbarian is hit by an attack.
Until the end of the kobold barbarian’s next turn, the kobold barbarian gains resist 17 to all damage.
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 +21, Perception +17
Str 22 (+17); Dex 16 (+14); Wis 13 (+12);
Con 22 (+17); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, battleaxe, javelin

-1 Level / +1 Level

Kobold Thaneborn Barbarian [Level 23 Brute]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +17
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 39; Fortitude 38, Reflex 36, Will 35
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+28 vs. AC; 2d10 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+28 vs. AC; 2d10 + 3d6 + 15 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] Berserker’s Shout (standard) ✦ Fear, Weapon
+28 vs. AC; 5d10 + 15 damage, and each enemy adjacent to the kobold barbarian takes a –5 penalty to attack rolls until the end of the kobold barbarian’s next turn.
□ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
+28 vs. AC; 3d10 + 15 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.
Untouched (minor)
The kobold barbarian makes a saving throw against each effect on the kobold barbarian that a save can end. The kobold barbarian gains a +3 bonus to each saving throw.
○ [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.
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 +21, Perception +17
Str 22 (+17); Dex 16 (+14); Wis 13 (+12);
Con 17 (+14); Int 12 (+12); Cha 20 (+16)
Equipment hide armor, battleaxe, javelin

-1 Level / +1 Level

Kobold Cunning Bard [Level 23 Controller (Leader)]

Small natural humanoid (reptile) [XP 5100]

Initiative +13; Senses Perception +17
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 37
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+24 vs. AC; 2d8 + 11 damage (crit 27 + 3d8).
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +26 vs. Will; 2d6 + 15 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the kobold bard’s next turn.
○ [R] Echoes in Time (standard) ✦ Force, Teleportation
Ranged 10; +26 vs. Reflex; 3d8 + 15 force damage. Each ally within 10 squares of the kobold bard, as the last action of his or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of the kobold bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
□ [R] Encircling Dance (standard) ✦ Radiant
Ranged 10; targets one or two creatures; +26 vs. Reflex; 3d8 + 15 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.
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.
Mirrored Entourage (minor) ✦ Illusion
Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear, the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by 2.
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 +21, Bluff +22
Str 14 (+13); Dex 15 (+13); Wis 12 (+12);
Con 17 (+14); Int 20 (+16); Cha 22 (+17)
Equipment hide armor, light shield, scimitar

-1 Level / +1 Level

Kobold Valorous Bard [Level 23 Controller (Leader)]

Small natural humanoid (reptile) [XP 5100]

Initiative +13; Senses Perception +17
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 36, Reflex 34, Will 37
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+24 vs. AC; 2d8 + 11 damage (crit 27 + 3d8).
● [M] Guiding Strike (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage (crit 31 + 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] Weal and Woe (standard) ✦ Weapon
+28 vs. AC; 3d8 + 15 damage (crit 39 + 3d8), and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +6 power bonus to his or her next attack roll 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.
Elegy Unwritten (immediate interrupt) ✦ Healing
When an ally within 5 squares of the kobold bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares as a free action.
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 +18, Athletics +17
Str 14 (+13); Dex 15 (+13); Wis 12 (+12);
Con 22 (+17); Int 15 (+13); Cha 22 (+17)
Equipment chainmail, light shield, scimitar

-1 Level / +1 Level

Kobold Guardian Druid [Level 23 Controller]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +17
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 36, Reflex 34, Will 37
Speed 6

● [m] Spear (standard) ✦ Weapon
+24 vs. AC; 2d8 + 11 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+26 vs. Reflex; 2d8 + 15 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; +26 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
○ [A] Stormburst (standard) ✦ Lightning
Area burst 2 within 20; +26 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the kobold druid’s next turn. Hit or Miss: Until the end of the kobold druid’s next turn, any creature that enters the area of the burst or starts its turn there takes 5 lightning damage.
□ [A] Entangling Thorns (standard)
Area burst 2 within 10; +26 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect: 2d6 + 15 damage. Miss: 1d6 + 15 damage, and the target is immobilized until the end of the kobold druid’s next turn.
Unyielding Roots (standard) ✦ Healing
The kobold druid and each ally with 5 squares grows revitalizing roots. Until the end of the kobold druid’s next turn, each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he or she regains 6 hit points. Sustain Minor: The effect persists.
Shifty (minor)
The kobold druid shifts 1 square.
Wild Shape (minor) ✦ Polymorph
The kobold druid changes from the kobold druid’s humanoid form to beast form or vice versa. When the kobold druid changes from beast form back to the kobold druid’s humanoid form, the kobold druid shifts 1 square. While the kobold druid is in beast form, the kobold druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the kobold druid can sustain such powers. The kobold druid can use this power once per round.
Trap Sense
The kobold druid gains a +2 bonus to all defenses against traps.
Primal Guardian
While the kobold druid is not wearing heavy armor, the kobold druid can use the kobold druid’s Constitution modifier in place of the kobold druid’s Dexterity or Intelligence modifier to determine the kobold druid’s AC.

Skills Heal +22, Nature +22
Str 14 (+13); Dex 17 (+14); Wis 22 (+17);
Con 22 (+17); Int 13 (+12); Cha 12 (+12)
Equipment hide armor, spear

-1 Level / +1 Level

Kobold Predator Druid [Level 23 Controller]

Small natural humanoid (reptile) [XP 5100]

Initiative +17; Senses Perception +22
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 37
Speed 7

● [m] Spear (standard) ✦ Weapon
+24 vs. AC; 2d8 + 11 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+26 vs. Reflex; 2d8 + 15 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; +26 vs. Reflex; 2d6 + 9 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.
○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
Close blast 5; targets enemies; +26 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until the end of the kobold druid’s next turn.
□ [M] Primal Bear (standard) ✦ Beast Form, Healing
+26 vs. Fortitude; 3d10 + 15 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.
Phantom Beast (minor) ✦ Beast Form
Until the end of the encounter, whenever the kobold druid uses wild shape to change into beast form, the kobold druid becomes insubstantial and gain phasing until the end of the kobold druid’s turn.
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 +22, Perception +22
Str 14 (+13); Dex 22 (+17); Wis 22 (+17);
Con 17 (+14); Int 13 (+12); Cha 12 (+12)
Equipment hide armor, spear

-1 Level / +1 Level

Kobold Preserving Invoker [Level 23 Artillery]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +17
HP 161; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 6

● [m] Mace (standard) ✦ Weapon
+23 vs. AC; 2d8 + 10 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +26 vs. Reflex; 2d8 + 15 radiant damage, and the kobold invoker slides the target 1 square. The kobold invoker can use this power as a ranged basic attack.
○ [R] Word of Rebuke (standard)
Ranged 10; +26 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the kobold invoker’s next turn. Until the end of the kobold invoker’s next turn, the target also takes a -5 penalty to attack rolls.
□ [R] Malediction of Gartak (standard)
Ranged 10; +26 vs. Will; 5d6 + 15 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.
Covenant of Vengeance (minor)
Choose either the kobold invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter or until the target marks a creature, if a creature attacks the target, the kobold invoker and the kobold invoker’s allies gain a +4 power bonus to attack rolls against that creature until the end of the kobold invoker’s next turn.
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.
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 +21, Religion +21
Str 12 (+12); Dex 16 (+14); Wis 22 (+17);
Con 17 (+14); Int 20 (+16); Cha 13 (+12)
Equipment hide armor, mace

-1 Level / +1 Level

Kobold Wrathful Invoker [Level 23 Artillery]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +17
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 37, Reflex 34, Will 37
Speed 5

● [m] Mace (standard) ✦ Weapon
+23 vs. AC; 2d8 + 10 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +26 vs. Fortitude; 2d10 + 15 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.
○ [A] Vindicating Flames (standard) ✦ Fire
Area burst 2 within 10; +26 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the kobold invoker’s next turn, it takes 16 fire damage.
□ [A] Astral Tempest (standard)
Area burst 2 within 10; +26 vs. Fortitude; 7d6 + 15 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.
Invoke Heroism (minor)
One ally within 10 squares can take an extra standard action during his or her next turn.
○ [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 +21, Religion +18
Str 12 (+12); Dex 16 (+14); Wis 22 (+17);
Con 22 (+17); Int 15 (+13); Cha 13 (+12)
Equipment chainmail, mace

-1 Level / +1 Level

Kobold Bear Shaman [Level 23 Controller (Leader)]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +22
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 35; Fortitude 37, Reflex 33, Will 37
Speed 6

● [m] Spear (standard) ✦ Weapon
+23 vs. AC; 2d8 + 10 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +26 vs. Will; 2d8 + 15 damage, and each ally adjacent to the kobold shaman’s spirit companion gains 6 temporary hit points.
○ [M] Call to the Primal Protector (standard) ✦ Spirit
Spirit melee 1; +26 vs. Reflex; 2d10 + 15 damage. Until the end of the kobold shaman’s next turn, any ally takes half damage from any source while adjacent to the kobold shaman’s spirit companion. Each ally adjacent to the kobold shaman’s spirit companion gains 6 temporary hit points.
□ [R] Great Bear Guardian (standard) ✦ Conjuration
Ranged 10; +26 vs. Fortitude; 2d10 + 15 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: +26 vs. Reflex; 2d10 + 15 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 21 damage to the spirit, the spirit disappears, and the kobold shaman takes 16 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.
Doorway to the Spirit World (minor) ✦ Zone
Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within the zone, the kobold shaman and the kobold shaman’s allies are insubstantial.
● [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; +26 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 +22, Perception +22
Str 13 (+12); Dex 16 (+14); Wis 22 (+17);
Con 22 (+17); Int 15 (+13); Cha 12 (+12)
Equipment leather armor, spear

-1 Level / +1 Level

Kobold Panther Shaman [Level 23 Controller (Leader)]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +22
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 34, Reflex 35, Will 37
Speed 6

● [m] Spear (standard) ✦ Weapon
+23 vs. AC; 2d8 + 10 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +26 vs. Fortitude; 2d10 + 15 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 Relentless Hunter (standard) ✦ Spirit
Spirit melee 1; +26 vs. Fortitude; 4d6 + 15 damage. Until the end of the kobold shaman’s next turn, when any ally adjacent to the kobold shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5 damage.
□ [R] Horns of the Undefeated Khan (standard)
Ranged 20; +26 vs. Reflex; 4d8 + 15 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.
Call the Dead (standard) ✦ Healing
Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed no death saving throws during this encounter.
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 21 damage to the spirit, the spirit disappears, and the kobold shaman takes 16 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.
● [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; +26 vs. Reflex; 2d10 + 15 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 +22, Perception +22
Str 13 (+12); Dex 16 (+14); Wis 22 (+17);
Con 17 (+14); Int 20 (+16); Cha 12 (+12)
Equipment leather armor, spear

-1 Level / +1 Level

Kobold Chaos Sorcerer [Level 23 Artillery]

Small natural humanoid (reptile) [XP 5100]

Initiative +17; Senses Perception +12
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 38
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +29 vs. AC; 2d4 + 15 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +26 vs. Will; 2d10 + 25 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: +26 vs. Will; 1d6 + 19 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] Plates of Ice (standard) ✦ Cold
Ranged 20; +26 vs. Fortitude; 4d6 + 25 cold damage, and the target is weakened until the end of the kobold sorcerer’s next turn. If the kobold sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 + 19 cold damage.
□ [R] Split Strike (standard) ✦ Lightning
Ranged 10; targets one or two creatures; +26 vs. Reflex; 6d6 + 25 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.
Wind Shape (minor) ✦ Polymorph
Until the end of the kobold sorcerer’s next turn, the kobold sorcerer becomes insubstantial, the kobold sorcerer gains a fly speed equal to the kobold sorcerer’s speed, and the kobold sorcerer can hover.
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 +17, Bluff +22
Str 15 (+13); Dex 22 (+17); Wis 12 (+12);
Con 16 (+14); Int 13 (+12); Cha 22 (+17)
Equipment cloth armor, dagger

-1 Level / +1 Level

Kobold Dragon Sorcerer [Level 23 Skirmisher]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +12
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 35; Fortitude 35, Reflex 33, Will 38
Speed 6

● [m] Mace (standard) ✦ Weapon
+27 vs. AC; 2d8 + 14 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +26 vs. Reflex; 2d8 + 24 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.
○ [C] Black Breath (standard) ✦ Acid
Close blast 3; +26 vs. Reflex; 5d6 + 24 acid damage. Until the end of the kobold sorcerer’s next turn, the target doesn’t have line of sight to any creature more than 3 squares away from it.
□ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
Ranged 10; +26 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.
Platinum Scales (immediate interrupt)
When the kobold sorcerer is hit by an attack.
Until the end of the encounter, the kobold sorcerer gains a +5 power bonus to all defenses.
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 +17, Athletics +21
Str 20 (+16); Dex 17 (+14); Wis 12 (+12);
Con 16 (+14); Int 13 (+12); Cha 22 (+17)
Equipment cloth armor, mace

-1 Level / +1 Level

Kobold Earth Warden [Level 23 Brute]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +18
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 41; Fortitude 37, Reflex 35, Will 33
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+28 vs. AC; 2d8 + 15 damage (crit 31 + 3d8), and the kobold warden gains a +1 power bonus to AC until the end of the kobold warden’s next turn.
○ [C] Nature’s Ally (standard) ✦ Weapon
Close burst 3; targets one creature in burst; +28 vs. Reflex; the kobold warden pulls the target 2 squares to a space that must be adjacent to the kobold warden. Make a secondary attack against the target. Secondary Attack: +30 vs. AC; 3d8 + 15 damage (crit 39 + 3d8). Special: If either attack hits, the target is also slowed until the start of the kobold warden’s next turn.
□ [M] Blizzard Strike (standard) ✦ Cold, Weapon
+28 vs. AC; 4d8 + 15 cold damage (crit 47 + 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.
Panacea (minor)
The kobold warden makes a saving throw with a +4 power bonus. The kobold warden also gains a +4 power bonus to saving throws until the end of the encounter.
● [C] Warden’s Grasp (immediate reaction)
When an enemy marked by the kobold warden that is within 5 squares of the kobold warden makes an attack that does not include the kobold warden as a target.
Targets the triggering enemy; The kobold warden slides the target 1 square. The target is slowed and cannot shift until the end of its turn.
Trap Sense
The kobold warden gains a +2 bonus to all defenses against traps.
Earthstrength
When the kobold warden uses the kobold warden’s second wind, the kobold warden gains an additional +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 +19, Perception +18
Str 22 (+17); Dex 16 (+14); Wis 15 (+13);
Con 22 (+17); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Kobold Wild Warden [Level 23 Brute]

Small natural humanoid (reptile) [XP 5100]

Initiative +14; Senses Perception +21
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 38; Fortitude 37, Reflex 33, Will 36
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+28 vs. AC; 2d10 + 15 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+28 vs. AC; 2d10 + 15 damage, and the target is slowed until the end of the kobold warden’s next turn.
○ [M] Startling Savagery (standard) ✦ Weapon
+28 vs. AC; 3d10 + 15 damage, and the target is dazed until the end of the kobold warden’s next turn. Until the end of the kobold warden’s next turn, the kobold warden gains a +5 power bonus to attack rolls.
□ [M] Dire Beast Assault (standard) ✦ Weapon
Before and after the attack, the kobold warden shifts 1 square. +28 vs. AC; 3d10 + 15 damage, and ongoing 10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
Shifty (minor)
The kobold warden shifts 1 square.
Renewal (minor) ✦ Healing
The kobold warden spends a healing surge. In addition, the kobold warden regains the use of an encounter attack power the kobold warden has already used during this encounter.
● [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; +28 vs. Fortitude; 2d10 + 15 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 +21, Perception +21
Str 22 (+17); Dex 16 (+14); Wis 20 (+16);
Con 17 (+14); Int 12 (+12); Cha 13 (+12)
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.