Kobold NPCs [Level 24]
Kobold Battle Cleric [Level 24 Controller (Leader)]
Small natural humanoid (reptile) [XP 6050]
Initiative +14; Senses Perception +17
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 37, Reflex 33, Will 38
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +29 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
- +31 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
- +29 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 +22, Religion +18
Str 23 (+18); Dex 15 (+14); Wis 21 (+17);
Con 16 (+15); Int 12 (+13); Cha 15 (+14)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Devoted Cleric [Level 24 Controller (Leader)]
Small natural humanoid (reptile) [XP 6050]
Initiative +14; Senses Perception +18
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 34, Reflex 33, Will 39
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +27 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; +27 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; +27 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 +23, Religion +18
Str 15 (+14); Dex 15 (+14); Wis 23 (+18);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Greatweapon Fighter [Level 24 Soldier]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +14
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 39, Reflex 34, Will 33
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage. Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +29 vs. AC; 4d10 + 21 damage.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +29 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: +29 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 +23, Intimidate +18
Str 23 (+18); Dex 17 (+15); Wis 14 (+14);
Con 23 (+18); Int 12 (+13); Cha 13 (+13)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Kobold Guardian Fighter [Level 24 Soldier]
Small natural humanoid (reptile) [XP 6050]
Initiative +18; Senses Perception +14
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 39, Reflex 39, Will 33
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+29 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
- +29 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: +29 vs. AC; 2d8 + 21 damage (crit 37 + 3d8).
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +29 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 +19, Intimidate +18
Str 23 (+18); Dex 23 (+18); Wis 14 (+14);
Con 17 (+15); Int 12 (+13); Cha 13 (+13)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Avenging Paladin [Level 24 Soldier]
Small natural humanoid (reptile) [XP 6050]
Initiative +14; Senses Perception +14
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 38, Reflex 34, Will 37
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +30 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
- +30 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: +30 vs. AC; 1d8 + 15 thunder damage, and the
target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +30 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 +22, Religion +18
Str 23 (+18); Dex 15 (+14); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Kobold Protecting Paladin [Level 24 Soldier]
Small natural humanoid (reptile) [XP 6050]
Initiative +14; Senses Perception +14
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 41; Fortitude 37, Reflex 36, Will 38
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +29 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; +27 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; +27 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 +23, Religion +18
Str 21 (+17); Dex 15 (+14); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 23 (+18)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Archer Ranger [Level 24 Skirmisher]
Small natural humanoid (reptile) [XP 6050]
Initiative +19; Senses Perception +19
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 33
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage (crit 30 + 3d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +30 vs. AC; 2d8 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +28/+29 vs. AC; 2d8 + 9 damage (crit 25 + 3d8) (main)/2d6
+ 9 damage (off-hand).
Shortbow: Ranged 15/30; +30 vs. AC (twice); 2d8 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 15/30; +30 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; +30 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 +19, Stealth +25
Str 21 (+17); Dex 25 (+19); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Kobold Two-Blade Ranger [Level 24 Skirmisher]
Small natural humanoid (reptile) [XP 6050]
Initiative +18; Senses Perception +19
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 40; Fortitude 38, Reflex 38, Will 33
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +29 vs. AC; 2d8 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +29/+29 vs. AC; 2d8 + 9 damage (crit 25 + 3d8) (main)/2d8
+ 9 damage (crit 25 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +29 vs. AC (twice); 2d8 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Scimitar (main): +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
Scimitar (off hand): +29 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): +31 vs. AC; 2d8 + 15 damage
(crit 31 + 3d8).
Scimitar (second attack; off hand): +31 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
Scimitar
(third attack; main): +31 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 +19, Perception +19
Str 23 (+18); Dex 23 (+18); Wis 15 (+14);
Con 16 (+15); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Kobold Brawny Rogue [Level 24 Skirmisher]
Small natural humanoid (reptile) [XP 6050]
Initiative +19; Senses Perception +13
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 36, Reflex 40, Will 33
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +31 vs. Reflex; 2d6 + 16 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +31 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; +31 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 +24, Thievery +26
Str 21 (+17); Dex 25 (+19); Wis 13 (+13);
Con 16 (+15); Int 12 (+13); Cha 15 (+14)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Kobold Trickster Rogue [Level 24 Skirmisher]
Small natural humanoid (reptile) [XP 6050]
Initiative +19; Senses Perception +18
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 34, Reflex 40, Will 36
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +31 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 vs. AC; 2d6 + 16 damage.
The kobold rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +31 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 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: +31 vs. Will; 5d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +30 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 +26, Thievery +26
Str 15 (+14); Dex 25 (+19); Wis 13 (+13);
Con 16 (+15); Int 12 (+13); Cha 21 (+17)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Kobold Fey-Pact Warlock [Level 24 Skirmisher]
Small natural humanoid (reptile) [XP 6050]
Initiative +14; Senses Perception +14
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 38; Fortitude 34, Reflex 37, Will 38
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +27 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; +27 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; +27 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 +22, Bluff +23
Str 12 (+13); Dex 15 (+14); Wis 14 (+14);
Con 17 (+15); Int 21 (+17); Cha 23 (+18)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Infernal-Pact Warlock [Level 24 Skirmisher]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +13
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 38; Fortitude 38, Reflex 37, Will 34
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +28 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; +28 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 24 temporary hit points.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +22, Intimidate +19
Str 12 (+13); Dex 16 (+15); Wis 13 (+13);
Con 25 (+19); Int 21 (+17); Cha 15 (+14)
Equipment leather armor, mace
-1 Level / +1 Level
Kobold Star-Pact Warlock [Level 24 Skirmisher]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +13
HP 225; Bloodied 112
Healing Surges (+56 hp) ○○○
AC 36; Fortitude 38, Reflex 35, Will 37
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +24 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +28 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; +26 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; +26 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 +19, Insight +18
Str 12 (+13); Dex 16 (+15); Wis 13 (+13);
Con 25 (+19); Int 15 (+14); Cha 21 (+17)
Equipment leather armor, sickle
-1 Level / +1 Level
Kobold Inspiring Warlord [Level 24 Soldier (Leader)]
Small natural humanoid (reptile) [XP 6050]
Initiative +16; Senses Perception +13
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 38, Reflex 33, Will 37
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +29 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
- +29 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
- +29 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 17 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 +18, History +19
Str 23 (+18); Dex 15 (+14); Wis 12 (+13);
Con 16 (+15); Int 15 (+14); Cha 21 (+17)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Kobold Tactical Warlord [Level 24 Soldier (Leader)]
Small natural humanoid (reptile) [XP 6050]
Initiative +16; Senses Perception +13
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 38, Reflex 37, Will 34
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +29 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
- +29 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
- +29 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 +18, History +22
Str 23 (+18); Dex 15 (+14); Wis 12 (+13);
Con 16 (+15); Int 21 (+17); Cha 15 (+14)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Kobold Control Wizard [Level 24 Artillery]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +17
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 37; Fortitude 34, Reflex 37, Will 38
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +27 vs. AC; 2d4 + 12 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +27 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; +27 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; +27 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 +23, Insight +22
Str 12 (+13); Dex 17 (+15); Wis 21 (+17);
Con 16 (+15); Int 23 (+18); Cha 13 (+13)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Kobold War Wizard [Level 24 Artillery]
Small natural humanoid (reptile) [XP 6050]
Initiative +18; Senses Perception +14
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 37; Fortitude 34, Reflex 37, Will 35
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +30 vs. AC; 2d4 + 15 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +27 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +27 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: +27
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +27 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +27 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 +23, History +23
Str 12 (+13); Dex 23 (+18); Wis 15 (+14);
Con 16 (+15); Int 23 (+18); Cha 13 (+13)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Kobold Isolating Avenger [Level 24 Skirmisher]
Small natural humanoid (reptile) [XP 6050]
Initiative +14; Senses Perception +18
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 38
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +30 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
- +30 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; +27 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 +19, Religion +22
Str 15 (+14); Dex 15 (+14); Wis 23 (+18);
Con 16 (+15); Int 21 (+17); Cha 12 (+13)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Kobold Pursuing Avenger [Level 24 Skirmisher]
Small natural humanoid (reptile) [XP 6050]
Initiative +18; Senses Perception +18
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 35, Reflex 38, Will 38
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +29 vs. AC; 2d8 + 15 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +30 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
- +30 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
- +30 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 +18, Stealth +25
Str 15 (+14); Dex 23 (+18); Wis 23 (+18);
Con 16 (+15); Int 13 (+13); Cha 12 (+13)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Kobold Rageblood Barbarian [Level 24 Brute]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +18
HP 273; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 33
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 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
- +29 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
- +29 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 18 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 +22, Perception +18
Str 23 (+18); Dex 16 (+15); Wis 13 (+13);
Con 23 (+18); Int 12 (+13); Cha 15 (+14)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Thaneborn Barbarian [Level 24 Brute]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +18
HP 267; Bloodied 133
Healing Surges (+66 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 36
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 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
- +29 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
- +29 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 +22, Perception +18
Str 23 (+18); Dex 16 (+15); Wis 13 (+13);
Con 17 (+15); Int 12 (+13); Cha 21 (+17)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Cunning Bard [Level 24 Controller (Leader)]
Small natural humanoid (reptile) [XP 6050]
Initiative +14; Senses Perception +18
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 38
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage (crit 27 + 3d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +27 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; +27 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; +27 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 +22, Bluff +23
Str 14 (+14); Dex 15 (+14); Wis 12 (+13);
Con 17 (+15); Int 21 (+17); Cha 23 (+18)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Kobold Valorous Bard [Level 24 Controller (Leader)]
Small natural humanoid (reptile) [XP 6050]
Initiative +14; Senses Perception +18
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 38; Fortitude 37, Reflex 35, Will 38
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage (crit 27 + 3d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +29 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
- +29 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 +19, Athletics +18
Str 14 (+14); Dex 15 (+14); Wis 12 (+13);
Con 23 (+18); Int 15 (+14); Cha 23 (+18)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Kobold Guardian Druid [Level 24 Controller]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +18
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 37, Reflex 35, Will 38
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +27 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; +27 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +27 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; +27 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 +23, Nature +23
Str 14 (+14); Dex 17 (+15); Wis 23 (+18);
Con 23 (+18); Int 13 (+13); Cha 12 (+13)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Predator Druid [Level 24 Controller]
Small natural humanoid (reptile) [XP 6050]
Initiative +18; Senses Perception +23
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 38
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +27 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; +27 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; +27 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
- +27 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 +23, Perception +23
Str 14 (+14); Dex 23 (+18); Wis 23 (+18);
Con 17 (+15); Int 13 (+13); Cha 12 (+13)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Preserving Invoker [Level 24 Artillery]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +18
HP 167; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 39; Fortitude 35, Reflex 37, Will 38
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +27 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; +27 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; +27 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 +22, Religion +22
Str 12 (+13); Dex 16 (+15); Wis 23 (+18);
Con 17 (+15); Int 21 (+17); Cha 13 (+13)
Equipment hide armor, mace
-1 Level / +1 Level
Kobold Wrathful Invoker [Level 24 Artillery]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +18
HP 173; Bloodied 86
Healing Surges (+43 hp) ○○○
AC 37; Fortitude 38, Reflex 35, Will 38
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +27 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; +27 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; +27 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 +22, Religion +19
Str 12 (+13); Dex 16 (+15); Wis 23 (+18);
Con 23 (+18); Int 15 (+14); Cha 13 (+13)
Equipment chainmail, mace
-1 Level / +1 Level
Kobold Bear Shaman [Level 24 Controller (Leader)]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +23
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 36; Fortitude 38, Reflex 34, Will 38
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +27 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; +27 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; +27 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: +27 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 22 damage to the spirit, the spirit
disappears, and the kobold shaman takes 17 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; +27 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 +23, Perception +23
Str 13 (+13); Dex 16 (+15); Wis 23 (+18);
Con 23 (+18); Int 15 (+14); Cha 12 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Panther Shaman [Level 24 Controller (Leader)]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +23
HP 217; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 38; Fortitude 35, Reflex 36, Will 38
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +27 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; +27 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; +27 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 22 damage to the spirit, the spirit
disappears, and the kobold shaman takes 17 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; +27 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 +23, Perception +23
Str 13 (+13); Dex 16 (+15); Wis 23 (+18);
Con 17 (+15); Int 21 (+17); Cha 12 (+13)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Chaos Sorcerer [Level 24 Artillery]
Small natural humanoid (reptile) [XP 6050]
Initiative +18; Senses Perception +13
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 37; Fortitude 34, Reflex 37, Will 39
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +30 vs. AC; 2d4 + 15 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +27 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:
+27 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; +27 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; +27 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 +18, Bluff +23
Str 15 (+14); Dex 23 (+18); Wis 12 (+13);
Con 16 (+15); Int 13 (+13); Cha 23 (+18)
Equipment cloth armor, dagger
-1 Level / +1 Level
Kobold Dragon Sorcerer [Level 24 Skirmisher]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +13
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 36; Fortitude 36, Reflex 34, Will 39
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +27 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; +27 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; +27 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 +18, Athletics +22
Str 21 (+17); Dex 17 (+15); Wis 12 (+13);
Con 16 (+15); Int 13 (+13); Cha 23 (+18)
Equipment cloth armor, mace
-1 Level / +1 Level
Kobold Earth Warden [Level 24 Brute]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +19
HP 273; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 42; Fortitude 38, Reflex 36, Will 34
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +29 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; +29 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: +31 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
- +29 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 +20, Perception +19
Str 23 (+18); Dex 16 (+15); Wis 15 (+14);
Con 23 (+18); Int 12 (+13); Cha 13 (+13)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Wild Warden [Level 24 Brute]
Small natural humanoid (reptile) [XP 6050]
Initiative +15; Senses Perception +22
HP 267; Bloodied 133
Healing Surges (+66 hp) ○○○
AC 39; Fortitude 38, Reflex 34, Will 37
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +29 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
- +29 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. +29 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; +29 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 +22, Perception +22
Str 23 (+18); Dex 16 (+15); Wis 21 (+17);
Con 17 (+15); Int 12 (+13); Cha 13 (+13)
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.