Kobold NPCs [Level 27]
Kobold Battle Cleric [Level 27 Controller (Leader)]
Small natural humanoid (reptile) [XP 11000]
Initiative +15; Senses Perception +18
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 39; Fortitude 39, Reflex 35, Will 40
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 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] Punishing Strike (standard) ✦ Weapon
- +35 vs. AC; 4d8 + 16 damage.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +31 vs. AC; 6d8 + 16 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- □ 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 6d6 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 +19
Str 23 (+19); Dex 15 (+15); Wis 21 (+18);
Con 16 (+16); Int 12 (+14); Cha 15 (+15)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Devoted Cleric [Level 27 Controller (Leader)]
Small natural humanoid (reptile) [XP 11000]
Initiative +15; Senses Perception +19
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 39; Fortitude 36, Reflex 35, Will 41
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 12 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +29 vs. Reflex; 2d8 + 16 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] Sunburst (standard) ✦ Healing, Radiant
- Area burst 2 within 10; targets enemies; +29 vs. Will; 3d8 + 16 radiant damage. Hit or Miss: The kobold cleric and
each ally in the burst regain 15 hit points and make a saving throw.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +29 vs. Fortitude; 4d10 + 16 psychic damage, and the target is stunned until the end of the
kobold cleric’s next turn. Miss: Half damage, and the target is not stunned.
- □ 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 6d6 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 +24, Religion +19
Str 15 (+15); Dex 15 (+15); Wis 23 (+19);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Greatweapon Fighter [Level 27 Soldier]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +15
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 40; Fortitude 41, Reflex 36, Will 35
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage. Miss: 6 damage.
- ○ [M] Adamantine Strike (standard) ✦ Weapon
- +31 vs. Reflex; 4d10 + 16 damage, and the target takes a –2 penalty to AC until the end of the kobold fighter’s next turn.
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +31 vs. AC; 6d10 + 16 damage, and all of the kobold fighter’s enemies that the kobold fighter can see are marked until the
end of the kobold fighter’s next turn. Miss: The power is not expended.
- ● 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 +24, Intimidate +19
Str 23 (+19); Dex 17 (+16); Wis 14 (+15);
Con 23 (+19); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Kobold Guardian Fighter [Level 27 Soldier]
Small natural humanoid (reptile) [XP 11000]
Initiative +19; Senses Perception +15
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 42; Fortitude 41, Reflex 41, Will 35
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage (crit 32 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+31 vs. AC; 2d8 + 16 damage (crit 32 + 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] Diamond Shield Defense (standard) ✦ Weapon
- Must be using a shield.
+31 vs. AC; 4d8 + 16 damage (crit 48 + 3d8), and the kobold fighter takes half damage from the target’s attacks until the
end of the kobold fighter’s next turn. Hit or Miss: The kobold fighter gains a +2 power bonus to AC until the end of
the kobold fighter’s next turn.
- ● 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.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the kobold fighter uses a fighter power, the kobold fighter can score a critical hit on a roll of 19–20, and the
kobold fighter gains a +6 power bonus to damage rolls. Any enemy that starts its turn adjacent to the kobold fighter takes
1d8 + 10 damage damage and ongoing 10 damage (save ends), as long as the kobold fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the kobold fighter uses another stance power.
- 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 +20, Intimidate +19
Str 23 (+19); Dex 23 (+19); Wis 14 (+15);
Con 17 (+16); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Avenging Paladin [Level 27 Soldier]
Small natural humanoid (reptile) [XP 11000]
Initiative +15; Senses Perception +15
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 41; Fortitude 40, Reflex 36, Will 39
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +32 vs. AC; 2d8 + 16 radiant damage. If the kobold paladin has marked the target, the kobold paladin gains a +2 bonus to the
damage roll.
- ○ [M] Stunning Smite (standard) ✦ Weapon
- +32 vs. Will; 2d8 + 16 damage, the target is stunned until the end of the kobold paladin’s next turn, and make a secondary
attack against each enemy other than the primary target adjacent to the kobold paladin. Secondary Attack: +32 vs. Will;
1d8 + 16 damage, and the target is stunned until the end of the kobold paladin’s next turn.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +32 vs. AC; 4d8 + 16 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the kobold paladin when it attacks (save ends). The kobold paladin gains a +2 bonus to the opportunity attack roll and deals
an extra 1d8 damage.
- ● 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 +23, Religion +19
Str 23 (+19); Dex 15 (+15); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Kobold Protecting Paladin [Level 27 Soldier]
Small natural humanoid (reptile) [XP 11000]
Initiative +15; Senses Perception +15
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 43; Fortitude 39, Reflex 38, Will 40
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 15 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage (crit 32 + 3d8), and the kobold paladin gains 2 temporary hit points.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +29 vs. Will; 4d8 + 16 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack
whether it hits or misses.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +29 vs. Will; 6d6 + 16 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the kobold paladin’s next turn.
- ● 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 +24, Religion +19
Str 21 (+18); Dex 15 (+15); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 23 (+19)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Archer Ranger [Level 27 Skirmisher]
Small natural humanoid (reptile) [XP 11000]
Initiative +20; Senses Perception +20
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 43; Fortitude 39, Reflex 41, Will 35
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage (crit 31 + 3d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 15 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +32 vs. AC; 2d8 + 17 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +30/+31 vs. AC; 2d8 + 10 damage (crit 26 + 3d8) (main)/2d6
+ 10 damage (off-hand).
Shortbow: Ranged 15/30; +32 vs. AC (twice); 2d8 + 10 damage.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 15/30; targets each enemy in range; +32 vs. AC; 1d8 + 17 damage.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +32 vs. AC; 3d8 + 17 damage. Miss: Half damage.
- □ 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 +20, Stealth +26
Str 21 (+18); Dex 25 (+20); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Kobold Two-Blade Ranger [Level 27 Skirmisher]
Small natural humanoid (reptile) [XP 11000]
Initiative +19; Senses Perception +20
HP 255; Bloodied 127
Healing Surges (+63 hp) ○○○
AC 42; Fortitude 40, Reflex 40, Will 35
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage (crit 32 + 3d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage (crit 32 + 3d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +31 vs. AC; 2d8 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +31/+31 vs. AC; 2d8 + 10 damage (crit 26 + 3d8) (main)/2d8
+ 10 damage (crit 26 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +31 vs. AC (twice); 2d8 + 10 damage.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +31 vs. AC; 1d8 + 16 damage (crit 24 + 3d8). Hit or Miss: The kobold ranger
can shift 3 squares, and make another close burst 1 attack (as above).
- □ [M/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Scimitar/Scimitar: +31/+31 vs. AC; 2d8 + 16 damage (crit 32 + 3d8) (main)/2d8 +
16 damage (crit 32 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +31 vs. AC (twice); 2d8 + 16 damage.
Miss:
Half damage per attack. Hit or Miss: After making these attacks, the kobold ranger can shift 2 squares.
- ● 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 +20, Perception +20
Str 23 (+19); Dex 23 (+19); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Kobold Brawny Rogue [Level 27 Skirmisher]
Small natural humanoid (reptile) [XP 11000]
Initiative +20; Senses Perception +14
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 42; Fortitude 38, Reflex 42, Will 35
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 15 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +33 vs. Reflex; 2d6 + 17 damage.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +33 vs. AC; 5d6 + 17 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +33 vs. Will; 6d6 + 17 damage, and the kobold rogue becomes invisible. The kobold rogue shifts into any square adjacent to
the target and reappear at the start of the kobold rogue’s next turn. The kobold rogue has combat advantage against the target
until the end of the kobold rogue’s next turn. Miss: Half damage, the kobold rogue can shift 1 square to another square
adjacent to the target, and the kobold rogue has combat advantage against the target until the end of the kobold rogue’s next
turn.
- ○ 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.
- 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 +25, Thievery +27
Str 21 (+18); Dex 25 (+20); Wis 13 (+14);
Con 16 (+16); Int 12 (+14); Cha 15 (+15)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Kobold Trickster Rogue [Level 27 Skirmisher]
Small natural humanoid (reptile) [XP 11000]
Initiative +20; Senses Perception +19
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 42; Fortitude 36, Reflex 42, Will 38
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 12 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +33 vs. AC; 2d6 + 17 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
The kobold rogue can move 2 squares before the attack.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +33 vs. AC; 3d6 + 17 damage. If the target makes a melee attack against the kobold
rogue before the end of the kobold rogue’s next turn, the kobold rogue can make it attack another creature of the kobold rogue’s
choice instead, including itself.
- □ [M/R] Hamstring (standard) ✦ Weapon
- Short Sword: +33 vs. AC; 4d6 + 17 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 4d6 + 17 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target
takes ongoing 5 damage and is slowed (save ends both).
- ● 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 +27, Thievery +27
Str 15 (+15); Dex 25 (+20); Wis 13 (+14);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Kobold Fey-Pact Warlock [Level 27 Skirmisher]
Small natural humanoid (reptile) [XP 11000]
Initiative +15; Senses Perception +15
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 40; Fortitude 36, Reflex 39, Will 40
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +29 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 2d6 + 16 psychic damage, and the kobold warlock is invisible to the target until the start of the
kobold warlock’s next turn.
- ○ [R] Curse of the Fey King (standard)
- Ranged 10; +29 vs. Will; 3d10 + 16 damage. In addition, the first time the target rolls a d20 on its next turn, the kobold
warlock can steal that result. The target rerolls, and the kobold warlock uses the stolen result for the kobold warlock’s
next d20 roll. The kobold warlock gains a +5 bonus to the stolen result.
- □ [R] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +29 vs. Will; 4d10 + 16 psychic damage. Until the end of the encounter, every time the kobold warlock takes damage,
the kobold warlock makes a +29 vs. Will attack against the target; if the attack hits, the kobold warlock takes half damage
and the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the kobold warlock is adjacent
to the target, the images of the kobold warlock both begin to flow together, such that anyone who attacks one has a 50% chance
of accidentally hitting the other instead.
- □ 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 +23, Bluff +24
Str 12 (+14); Dex 15 (+15); Wis 14 (+15);
Con 17 (+16); Int 21 (+18); Cha 23 (+19)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Infernal-Pact Warlock [Level 27 Skirmisher]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +14
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 40; Fortitude 40, Reflex 39, Will 36
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +30 vs. Reflex; 2d6 + 17 fire damage. If the kobold warlock takes damage before the end of the kobold warlock’s
next turn, the target takes an extra 2d6 + 17 fire damage.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +30 vs. Fortitude; 5d10 + 22 fire damage.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +30 vs. Reflex; 5d10 + 17 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the kobold warlock cannot
gain line of sight or line of effect to the target. Miss: Half damage, and the target is immobilized (save ends).
- ● Shifty (minor)
- The kobold warlock shifts 1 square.
- ● Warlock’s Curse (minor)
- The kobold warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
kobold warlock can deal an extra 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 27 temporary hit points.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +23, Intimidate +20
Str 12 (+14); Dex 16 (+16); Wis 13 (+14);
Con 25 (+20); Int 21 (+18); Cha 15 (+15)
Equipment leather armor, mace
-1 Level / +1 Level
Kobold Star-Pact Warlock [Level 27 Skirmisher]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +14
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 38; Fortitude 40, Reflex 37, Will 39
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +30 vs. Fortitude; 2d6 + 17 radiant damage. If the target moves nearer to the kobold warlock on its next turn,
it takes an extra 2d6 + 17 damage.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +30 vs. Will; 2d10 + 17 damage. The target disappears into a starry realm. At the start of its next turn, the target
reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice).
The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the kobold warlock’s
next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take
every opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls
it makes due to this power.
- □ [R] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +30 vs. Will; 5d10 + 17 fire and psychic damage, and the target is stunned until the end of the kobold warlock’s
next turn. Miss: Half damage, and the target is dazed until the end of the kobold warlock’s next turn.
- ● Shifty (minor)
- The kobold warlock shifts 1 square.
- ● Warlock’s Curse (minor)
- The kobold warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
kobold warlock can deal an extra 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The kobold warlock can only curse one target per turn.
- ○ 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 +20, Insight +19
Str 12 (+14); Dex 16 (+16); Wis 13 (+14);
Con 25 (+20); Int 15 (+15); Cha 21 (+18)
Equipment leather armor, sickle
-1 Level / +1 Level
Kobold Inspiring Warlord [Level 27 Soldier (Leader)]
Small natural humanoid (reptile) [XP 11000]
Initiative +17; Senses Perception +14
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 39; Fortitude 40, Reflex 35, Will 39
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +31 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] Devastating Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+31 vs. AC; 4d10 + 16 damage, and until the end of the kobold warlord’s next turn, any ally who has line of sight to the kobold
warlord gains a +5 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +31 vs. AC; 6d10 + 16 damage, and the kobold warlord and all of the kobold warlord’s allies within 10 squares of the kobold
warlord makes saving throws against any single effect that a save can end. Miss: Each of the kobold warlord’s allies
within 10 squares of the kobold warlord makes a saving throw against any effect that the target caused and that a save can
end.
- □ 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 6d6 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 18 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 +19, History +20
Str 23 (+19); Dex 15 (+15); Wis 12 (+14);
Con 16 (+16); Int 15 (+15); Cha 21 (+18)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Kobold Tactical Warlord [Level 27 Soldier (Leader)]
Small natural humanoid (reptile) [XP 11000]
Initiative +17; Senses Perception +14
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 42; Fortitude 40, Reflex 39, Will 36
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage (crit 32 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage (crit 32 + 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.
- ○ [C] Chimera Battlestrike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +31 vs. Reflex; 3d8 + 16 damage (crit 40 + 3d8), and the target slides 6 squares.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +31 vs. AC; 6d6 + 16 damage. Until the end of the encounter, the kobold warlord’s allies add +5 to attack rolls
and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +5 bonus to the attack roll and the damage.
- □ 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 6d6 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 +19, History +23
Str 23 (+19); Dex 15 (+15); Wis 12 (+14);
Con 16 (+16); Int 21 (+18); Cha 15 (+15)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Kobold Control Wizard [Level 27 Artillery]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +18
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 40
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 13 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +29 vs. Fortitude; 2d6 + 16 cold damage, and the target is slowed until the end of the kobold wizard’s next turn.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +29 vs. Will; 3d10 + 16 psychic damage. On the target’s next turn, the kobold wizard controls its actions. The
kobold wizard can move it 5 squares, and it then makes a basic attack against its nearest ally.
- □ [A] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +29 vs. Reflex; 4d6 + 16 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- ● 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 +24, Insight +23
Str 12 (+14); Dex 17 (+16); Wis 21 (+18);
Con 16 (+16); Int 23 (+19); Cha 13 (+14)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Kobold War Wizard [Level 27 Artillery]
Small natural humanoid (reptile) [XP 11000]
Initiative +19; Senses Perception +15
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 37
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +32 vs. AC; 2d4 + 16 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +29 vs. Reflex; 2d6 + 16 fire damage.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +29 vs. Reflex; 6d6 + 16 fire and necrotic damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +29 vs. Fortitude, Reflex, Will. The kobold wizard makes only one attack per target, but compare
that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 3d6 + 16 poison
damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 16 fire damage, and ongoing 15 fire damage
(save ends).
Will: The target is stunned (save ends).
A target might be subject to any, all, or none
of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect
separately.
- □ 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 +24, History +24
Str 12 (+14); Dex 23 (+19); Wis 15 (+15);
Con 16 (+16); Int 23 (+19); Cha 13 (+14)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Kobold Isolating Avenger [Level 27 Skirmisher]
Small natural humanoid (reptile) [XP 11000]
Initiative +15; Senses Perception +19
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 12 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage, and the kobold avenger shifts 1 square, sliding the target 1 square into the space the kobold
avenger occupied.
- ○ [M] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
- +32 vs. Will; 3d8 + 16 damage, and the kobold avenger teleports each enemy within 5 squares of the kobold avenger, other than
the target, 9 squares.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +32 vs. Fortitude; 6d8 + 16 damage, and the target takes 10 damage at the start of its turn if the kobold avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the kobold
avenger is within 5 squares of it (save ends).
- ○ [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 +20, Religion +23
Str 15 (+15); Dex 15 (+15); Wis 23 (+19);
Con 16 (+16); Int 21 (+18); Cha 12 (+14)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Kobold Pursuing Avenger [Level 27 Skirmisher]
Small natural humanoid (reptile) [XP 11000]
Initiative +19; Senses Perception +19
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 42; Fortitude 37, Reflex 40, Will 40
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +31 vs. AC; 2d8 + 16 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 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] Inevitable End (standard) ✦ Weapon
- +38 vs. AC; 4d8 + 16 damage. Hit or Miss: If the target is still alive and not adjacent to the kobold avenger at the
end of its next turn, the kobold avenger regains the use of this power. The kobold avenger can regain the use of this power
in this manner once per encounter.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +29 vs. Will; 6d8 + 16 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the kobold avenger can teleport to a space adjacent to the target as a minor
action. The kobold avenger doesn’t need line of sight to the destination space. Aftereffect: The kobold avenger can
teleport to a space adjacent to the target as a free action once. The kobold avenger doesn’t need line of sight to the destination
space.
- ○ [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 +19, Stealth +26
Str 15 (+15); Dex 23 (+19); Wis 23 (+19);
Con 16 (+16); Int 13 (+14); Cha 12 (+14)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Kobold Rageblood Barbarian [Level 27 Brute]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +19
HP 303; Bloodied 151
Healing Surges (+75 hp) ○○○
AC 42; Fortitude 41, Reflex 39, Will 35
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+31 vs. AC; 2d10 + 3d8 + 16 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] Blood Wrath (standard) ✦ Weapon
- The kobold barbarian gains gains a +6 bonus to the attack roll if the target is bloodied. +31 vs. AC; 5d10 + 16 damage, and
the kobold barbarian gains a +6 bonus to attack rolls until the end of the kobold barbarian’s next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +31 vs. AC; 7d10 + 16 damage, and the target is pushed 6 squares. Miss: Half damage, and the target is pushed 1 square.
Hit or Miss: The kobold barbarian enters the rage of the ash hammer. Until the rage ends, whenever the kobold barbarian
hits with an attack, the kobold barbarian gains 12 temporary hit points. If that attack already grants temporary hit points
to the kobold barbarian, add +2 to the number of temporary hit points the kobold barbarian gains.
- ● 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 19 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 +23, Perception +19
Str 23 (+19); Dex 16 (+16); Wis 13 (+14);
Con 23 (+19); Int 12 (+14); Cha 15 (+15)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Thaneborn Barbarian [Level 27 Brute]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +19
HP 297; Bloodied 148
Healing Surges (+74 hp) ○○○
AC 42; Fortitude 41, Reflex 39, Will 38
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+31 vs. AC; 2d10 + 3d6 + 16 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] Butcher’s Feast (standard) ✦ Weapon
- +31 vs. AC; 6d10 + 16 damage, and until the end of the kobold barbarian’s next turn, the kobold barbarian can make a melee
basic attack as a free action against any enemy adjacent to the kobold barbarian that hits or misses the kobold barbarian.
Until the end of the kobold barbarian’s next turn, the kobold barbarian also gains a +5 power bonus to basic attack rolls.
- □ [M] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +31 vs. AC; 7d10 + 16 thunder damage, and the kobold barbarian knocks the target prone. Miss: Half damage. Hit or
Miss: The kobold barbarian enters the rage of the stone tempest. Until the rage ends, the kobold barbarian can score a
critical hit on a roll of 18–20.
- ● 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 +23, Perception +19
Str 23 (+19); Dex 16 (+16); Wis 13 (+14);
Con 17 (+16); Int 12 (+14); Cha 21 (+18)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Cunning Bard [Level 27 Controller (Leader)]
Small natural humanoid (reptile) [XP 11000]
Initiative +15; Senses Perception +19
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 42; Fortitude 36, Reflex 40, Will 40
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 12 damage (crit 28 + 3d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 2d6 + 16 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the kobold
bard’s next turn.
- ○ [R] Bond of Malediction (standard) ✦ Psychic
- Ranged 10; +29 vs. Reflex; 3d10 + 16 psychic damage. Choose an ally within 10 squares of the kobold bard. Until the end of
the kobold bard’s next turn, the target takes 15 psychic damage whenever that ally takes damage.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +29 vs. Will; the kobold bard slides the target 5 squares, the target makes a basic attack
as a free action against a creature of the kobold bard’s choice, and the target is then stunned until the end of the kobold
bard’s next turn. Miss: The target is dazed until the end of the kobold bard’s next turn.
- ● 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 5d6 + 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 +23, Bluff +24
Str 14 (+15); Dex 15 (+15); Wis 12 (+14);
Con 17 (+16); Int 21 (+18); Cha 23 (+19)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Kobold Valorous Bard [Level 27 Controller (Leader)]
Small natural humanoid (reptile) [XP 11000]
Initiative +15; Senses Perception +19
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 40
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 12 damage (crit 28 + 3d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage (crit 32 + 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] Surge of Valor (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage (crit 32 + 3d8), and each ally within 10 squares of the kobold bard can shift 2 squares and make
a melee basic attack as a free action, with a +6 bonus to the attack roll and the damage roll.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 3d10 + 16 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the kobold bard. The target deals half damage to any of the kobold bard’s allies except the chosen ally (save ends).
In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ● 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 5d6 + 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 +20, Athletics +19
Str 14 (+15); Dex 15 (+15); Wis 12 (+14);
Con 23 (+19); Int 15 (+15); Cha 23 (+19)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Kobold Guardian Druid [Level 27 Controller]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +19
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 42; Fortitude 39, Reflex 37, Will 40
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 12 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +29 vs. Reflex; 2d8 + 16 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; +29 vs. Fortitude; 2d6 + 10 cold damage, and the target slides 1 square.
- ○ [C] Polar Blast (standard) ✦ Cold
- Close blast 5; +29 vs. Reflex; 3d8 + 16 cold damage, the target gains 6 vulnerability to all damage and the target is immobilized
until the end of the kobold druid’s next turn.
- □ [A] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +29 vs. Fortitude; 4d6 + 16 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the kobold druid’s next turn. While the zone persists, the kobold druid can make the following secondary attack, using
a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +29 vs. Reflex; the target
cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor: The
zone persists.
- □ 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 +24, Nature +24
Str 14 (+15); Dex 17 (+16); Wis 23 (+19);
Con 23 (+19); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Predator Druid [Level 27 Controller]
Small natural humanoid (reptile) [XP 11000]
Initiative +19; Senses Perception +24
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 42; Fortitude 36, Reflex 40, Will 40
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 12 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +29 vs. Reflex; 2d8 + 16 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; +29 vs. Reflex; 2d6 + 10 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the kobold druid’s next turn. Any enemy that enters the zone or starts its turn there takes 6 fire damage.
- ○ [M] Leaping Rake (standard) ✦ Beast Form
- Before the attack, the kobold druid shifts 7 squares. Targets each enemy within reach during the shift; +29 vs. Reflex; 1d10
+ 16 damage, and the target is dazed until the end of the kobold druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +29 vs. Reflex; 6d6 + 16 damage. If the attack hits at least once, the kobold druid
shifts 6 squares. Hit or Miss: Until the end of the encounter, while the kobold druid is in beast form the kobold druid
can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the kobold druid.
- ● 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 +24, Perception +24
Str 14 (+15); Dex 23 (+19); Wis 23 (+19);
Con 17 (+16); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Preserving Invoker [Level 27 Artillery]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +19
HP 185; Bloodied 92
Healing Surges (+46 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +29 vs. Reflex; 2d8 + 16 radiant damage, and the kobold invoker slides the target 1 square. The kobold invoker
can use this power as a ranged basic attack.
- ○ [R] Offering of Peace (standard) ✦ Radiant
- Choose one enemy within 10 squares. If the target attacks before the end of the kobold invoker’s next turn, it takes 4d10
+ 16 radiant damage damage. If the kobold invoker or an ally attacks the target before the end of the kobold invoker’s next
turn, the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The kobold invoker and the kobold invoker’s
allies gain a +2 power bonus to all defenses until the end of the kobold invoker’s next turn.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +29 vs. Will; 6d6 + 16 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- ● 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 +23, Religion +23
Str 12 (+14); Dex 16 (+16); Wis 23 (+19);
Con 17 (+16); Int 21 (+18); Cha 13 (+14)
Equipment hide armor, mace
-1 Level / +1 Level
Kobold Wrathful Invoker [Level 27 Artillery]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +19
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 39; Fortitude 40, Reflex 37, Will 40
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +29 vs. Fortitude; 2d10 + 16 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] Invoke Terror (standard) ✦ Fear, Psychic
- Area burst 2 within 10; +29 vs. Will; 3d8 + 16 psychic damage, and the target moves half its speed away from the kobold invoker,
avoiding unsafe squares and difficult terrain if it can. Until the start of the kobold invoker’s next turn, opportunity attacks
that hit the target deal +6 extra damage.
- □ [A] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +29 vs. Fortitude; 4d8 + 16 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- ● 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 +23, Religion +20
Str 12 (+14); Dex 16 (+16); Wis 23 (+19);
Con 23 (+19); Int 15 (+15); Cha 13 (+14)
Equipment chainmail, mace
-1 Level / +1 Level
Kobold Bear Shaman [Level 27 Controller (Leader)]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +24
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 38; Fortitude 40, Reflex 36, Will 40
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +29 vs. Will; 2d8 + 16 damage, and each ally adjacent to the kobold shaman’s spirit companion gains 6 temporary
hit points.
- ○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
- Spirit melee 1; +29 vs. Reflex; 4d8 + 16 fire and radiant damage. Until the end of the kobold shaman’s next turn, each ally
gains a +9 bonus to saving throws while adjacent to the kobold shaman’s spirit companion.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +29 vs. Reflex; 3d6 + 16 lightning damage, and the kobold shaman teleports the target 10 squares.
Miss: Half damage, and the kobold shaman teleports the target 5 squares. Hit or Miss: The kobold shaman teleports
each ally in the blast 10 squares.
- ● 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 23 damage to the spirit, the spirit
disappears, and the kobold shaman takes 18 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 6d6 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; +29 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 +24, Perception +24
Str 13 (+14); Dex 16 (+16); Wis 23 (+19);
Con 23 (+19); Int 15 (+15); Cha 12 (+14)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Panther Shaman [Level 27 Controller (Leader)]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +24
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 40; Fortitude 37, Reflex 38, Will 40
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +29 vs. Fortitude; 2d10 + 16 damage, and until the end of the kobold shaman’s next turn, the kobold shaman’s
spirit companion can flank with the kobold shaman and the kobold shaman’s allies. If the target is bloodied, the kobold shaman
gains a +2 bonus to the attack roll.
- ○ [R] Blood Reaper Spirits (standard)
- Ranged 10; +29 vs. Fortitude; 4d6 + 16 damage. Until the end of the kobold shaman’s next turn, any ally gains a +7 bonus to
damage rolls while adjacent to the kobold shaman’s spirit companion. Make the attack two more times against the same target
or different ones. The bonus to the kobold shaman’s allies’ damage rolls increases to +9 if the attack hits twice and +11
if it hits three times.
- □ [R] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +29 vs. Will; 3d10 + 16 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- □ 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 23 damage to the spirit, the spirit
disappears, and the kobold shaman takes 18 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 6d6 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; +29 vs. Reflex; 2d10 + 16 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 +24, Perception +24
Str 13 (+14); Dex 16 (+16); Wis 23 (+19);
Con 17 (+16); Int 21 (+18); Cha 12 (+14)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Chaos Sorcerer [Level 27 Artillery]
Small natural humanoid (reptile) [XP 11000]
Initiative +19; Senses Perception +14
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 41
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +32 vs. AC; 2d4 + 16 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +29 vs. Will; 2d10 + 26 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:
+29 vs. Will; 1d6 + 20 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] Wildfire Curse (standard) ✦ Fire
- Ranged 10; +29 vs. Reflex; 4d6 + 26 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +29 vs. Reflex; 4d6 + 26 fire damage. Repeat the secondary attack against
a creature the kobold sorcerer has not already targeted with this power during this encounter.
- □ [R] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 4d12 + 26 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the kobold sorcerer can make a secondary attack against the target if it is within 10 squares of the kobold
sorcerer (save ends): +29 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise,
its attack is unaffected by this secondary attack. If the kobold sorcerer rolled an even number on the secondary attack roll,
the kobold sorcerer chooses the creature that the target attacks.
- ● 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 +19, Bluff +24
Str 15 (+15); Dex 23 (+19); Wis 12 (+14);
Con 16 (+16); Int 13 (+14); Cha 23 (+19)
Equipment cloth armor, dagger
-1 Level / +1 Level
Kobold Dragon Sorcerer [Level 27 Skirmisher]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +14
HP 240; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 38; Fortitude 38, Reflex 36, Will 41
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +29 vs. Reflex; 2d8 + 25 fire damage. The next enemy that hits the kobold sorcerer with a melee attack before
the end of the kobold sorcerer’s next turn takes 5 fire damage.
- ○ [R] Lightning Eruption (standard) ✦ Lightning
- Ranged 10; +29 vs. Reflex; 3d12 + 25 lightning damage, and each enemy adjacent to the target takes 1d12 + 19 lightning damage.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +29 vs. Reflex; 7d6 + 25 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the kobold sorcerer’s turns, the kobold sorcerer can slide one enemy within 3 squares of the kobold sorcerer
2 squares as a free action.
- ● 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 +19, Athletics +23
Str 21 (+18); Dex 17 (+16); Wis 12 (+14);
Con 16 (+16); Int 13 (+14); Cha 23 (+19)
Equipment cloth armor, mace
-1 Level / +1 Level
Kobold Earth Warden [Level 27 Brute]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +20
HP 303; Bloodied 151
Healing Surges (+75 hp) ○○○
AC 44; Fortitude 40, Reflex 38, Will 36
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage (crit 32 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage (crit 32 + 3d8), and the kobold warden gains a +1 power bonus to AC until the end of the kobold
warden’s next turn.
- ○ [M] Earth Tomb (standard) ✦ Weapon
- +31 vs. AC; 3d8 + 16 damage (crit 40 + 3d8), and the target is knocked prone and can’t stand up until the end of the kobold
warden’s next turn. The kobold warden also slides the target 6 squares.
- ● 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.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The kobold warden assumes the guardian form of the jungle lord until the end of the encounter. While the kobold warden is
in this form, the kobold warden gains a climb speed equal to the kobold warden’s speed and a +2 bonus to Reflex. In addition,
whenever the kobold warden hits a target with a melee attack, the kobold warden slides the target 2 squares. If that attack
already pulls, pushes, or slides the target, the kobold warden slides the target 2 squares after that forced movement. Once
during this encounter, the kobold warden can make the following attack while the kobold warden is in this form as a standard
action.
Secondary Attack: +31 vs. AC; 4d8 + 16 damage (crit 48 + 3d8), and the kobold warden slides the target
1 square. Miss: Half damage.
- ● [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 +21, Perception +20
Str 23 (+19); Dex 16 (+16); Wis 15 (+15);
Con 23 (+19); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Wild Warden [Level 27 Brute]
Small natural humanoid (reptile) [XP 11000]
Initiative +16; Senses Perception +23
HP 297; Bloodied 148
Healing Surges (+74 hp) ○○○
AC 41; Fortitude 40, Reflex 36, Will 39
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage, and the target is slowed until the end of the kobold warden’s next turn.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +31 vs. AC; 4d10 + 16 damage, and the target takes 20 lightning damage if it moves before the end of the kobold warden’s next
turn.
- ● 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.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The kobold warden assumes the guardian form of the blood wolf until the end of the encounter. While the kobold warden is in
this form, the kobold warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied targets.
In addition, if the kobold warden has combat advantage against a target that the kobold warden hits with a melee attack, the
kobold warden can knock that target prone. Once during this encounter, the kobold warden can make the following attack while
the kobold warden is in this form as a standard action.
Secondary Attack: +31 vs. AC; 5d10 + 16 damage, and
the target grants combat advantage to the kobold warden (save ends). Miss: Half damage, and the target grants combat
advantage to the kobold warden until the end of the kobold warden’s next turn.
- ● [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; +31 vs. Fortitude; 2d10 + 16 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 +23, Perception +23
Str 23 (+19); Dex 16 (+16); Wis 21 (+18);
Con 17 (+16); Int 12 (+14); Cha 13 (+14)
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.