Kobold NPCs [Level 28]

Kobold Battle Cleric [Level 28 Controller (Leader)]

Small natural humanoid (reptile) [XP 13000]

Initiative +16; Senses Perception +20
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 40; Fortitude 41, Reflex 36, Will 42
Speed 5

● [m] Mace (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage, and one ally within 5 squares gains a +7 power bonus to melee attack rolls against the target until the end of the kobold cleric’s next turn.
○ [M] Punishing Strike (standard) ✦ Weapon
+37 vs. AC; 4d8 + 17 damage.
□ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
+33 vs. AC; 6d8 + 17 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 +25, Religion +20
Str 24 (+21); Dex 15 (+16); Wis 22 (+20);
Con 16 (+17); Int 12 (+15); Cha 15 (+16)
Equipment chainmail, mace, javelin

-1 Level / +1 Level

Kobold Devoted Cleric [Level 28 Controller (Leader)]

Small natural humanoid (reptile) [XP 13000]

Initiative +16; Senses Perception +21
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 40; Fortitude 37, Reflex 36, Will 43
Speed 5

● [m] Mace (standard) ✦ Weapon
+28 vs. AC; 2d8 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 12 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +31 vs. Reflex; 2d8 + 17 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; +31 vs. Will; 3d8 + 17 radiant damage. Hit or Miss: The kobold cleric and each ally in the burst regain 16 hit points and make a saving throw.
□ [C] Sacred Word (standard) ✦ Psychic
Close burst 5; targets enemies; +31 vs. Fortitude; 4d10 + 17 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 +26, Religion +20
Str 15 (+16); Dex 15 (+16); Wis 24 (+21);
Con 16 (+17); Int 12 (+15); Cha 22 (+20)
Equipment chainmail, mace, javelin

-1 Level / +1 Level

Kobold Greatweapon Fighter [Level 28 Soldier]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +16
HP 256; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 41; Fortitude 43, Reflex 37, Will 36
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+33 vs. AC; 2d10 + 17 damage.
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +33 vs. AC; 2d6 + 17 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+33 vs. AC; 2d10 + 17 damage. Miss: 7 damage.
○ [M] Adamantine Strike (standard) ✦ Weapon
+33 vs. Reflex; 4d10 + 17 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
+33 vs. AC; 6d10 + 17 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 +26, Intimidate +20
Str 24 (+21); Dex 17 (+17); Wis 14 (+16);
Con 24 (+21); Int 12 (+15); Cha 13 (+15)
Equipment scale armor, battleaxe, handaxe

-1 Level / +1 Level

Kobold Guardian Fighter [Level 28 Soldier]

Small natural humanoid (reptile) [XP 13000]

Initiative +21; Senses Perception +16
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 43; Fortitude 43, Reflex 43, Will 36
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage (crit 33 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+33 vs. AC; 2d8 + 17 damage (crit 33 + 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.
+33 vs. AC; 4d8 + 17 damage (crit 49 + 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 +7 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 +21, Intimidate +20
Str 24 (+21); Dex 24 (+21); Wis 14 (+16);
Con 17 (+17); Int 12 (+15); Cha 13 (+15)
Equipment scale armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Kobold Avenging Paladin [Level 28 Soldier]

Small natural humanoid (reptile) [XP 13000]

Initiative +16; Senses Perception +16
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 42; Fortitude 42, Reflex 37, Will 41
Speed 5

● [m] Longsword (standard) ✦ Weapon
+34 vs. AC; 2d8 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+34 vs. AC; 2d8 + 17 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
+34 vs. Will; 2d8 + 17 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: +34 vs. Will; 1d8 + 17 damage, and the target is stunned until the end of the kobold paladin’s next turn.
□ [M] Exalted Retribution (standard) ✦ Weapon
+34 vs. AC; 4d8 + 17 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 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.
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 +25, Religion +20
Str 24 (+21); Dex 15 (+16); Wis 15 (+16);
Con 16 (+17); Int 12 (+15); Cha 22 (+20)
Equipment plate armor, longsword, javelin

-1 Level / +1 Level

Kobold Protecting Paladin [Level 28 Soldier]

Small natural humanoid (reptile) [XP 13000]

Initiative +16; Senses Perception +16
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 41, Reflex 39, Will 42
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+32 vs. AC; 2d8 + 16 damage (crit 32 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +32 vs. AC; 2d6 + 16 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage (crit 33 + 3d8), and the kobold paladin gains 2 temporary hit points.
○ [M] Brand of Judgment (standard) ✦ Radiant
+31 vs. Will; 4d8 + 17 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; +31 vs. Will; 6d6 + 17 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 16 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 +26, Religion +20
Str 22 (+20); Dex 15 (+16); Wis 15 (+16);
Con 16 (+17); Int 12 (+15); Cha 24 (+21)
Equipment plate armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Kobold Archer Ranger [Level 28 Skirmisher]

Small natural humanoid (reptile) [XP 13000]

Initiative +22; Senses Perception +21
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 45; Fortitude 41, Reflex 43, Will 36
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+32 vs. AC; 2d8 + 16 damage (crit 32 + 3d8).
● [m] Off-hand Short Sword (standard) ✦ Weapon
+33 vs. AC; 2d6 + 16 damage.
● [r] Shortbow (standard) ✦ Weapon
Ranged 15/30; +34 vs. AC; 2d8 + 18 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Short Sword: +32/+33 vs. AC; 2d8 + 10 damage (crit 26 + 3d8) (main)/2d6 + 10 damage (off-hand).
Shortbow: Ranged 15/30; +34 vs. AC (twice); 2d8 + 10 damage.
○ [R] Hail of Arrows (standard) ✦ Weapon
Ranged 15/30; targets each enemy in range; +34 vs. AC; 1d8 + 18 damage.
□ [C] Unstoppable Arrows (standard) ✦ Weapon
Close blast 5; targets enemies; +34 vs. AC; 3d8 + 18 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 +21, Stealth +28
Str 22 (+20); Dex 26 (+22); Wis 15 (+16);
Con 16 (+17); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, scimitar, short sword, shortbow

-1 Level / +1 Level

Kobold Two-Blade Ranger [Level 28 Skirmisher]

Small natural humanoid (reptile) [XP 13000]

Initiative +21; Senses Perception +21
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 42, Reflex 42, Will 36
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage (crit 33 + 3d8).
● [m] Off-hand Scimitar (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage (crit 33 + 3d8).
● [r] Shortbow (standard) ✦ Weapon
Ranged 15/30; +33 vs. AC; 2d8 + 17 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Scimitar/Scimitar: +33/+33 vs. AC; 2d8 + 10 damage (crit 26 + 3d8) (main)/2d8 + 10 damage (crit 26 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +33 vs. AC (twice); 2d8 + 10 damage.
○ [C] Wandering Tornado (standard) ✦ Weapon
Close burst 1; targets visible enemies; +33 vs. AC; 1d8 + 17 damage (crit 25 + 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: +33/+33 vs. AC; 2d8 + 17 damage (crit 33 + 3d8) (main)/2d8 + 17 damage (crit 33 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +33 vs. AC (twice); 2d8 + 17 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 +21, Perception +21
Str 24 (+21); Dex 24 (+21); Wis 15 (+16);
Con 16 (+17); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, scimitar, scimitar, shortbow

-1 Level / +1 Level

Kobold Brawny Rogue [Level 28 Skirmisher]

Small natural humanoid (reptile) [XP 13000]

Initiative +22; Senses Perception +15
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 40, Reflex 44, Will 36
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+33 vs. AC; 2d6 + 16 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +35 vs. AC; 2d6 + 18 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+35 vs. Reflex; 2d6 + 18 damage.
○ [M] Hurricane of Blood (standard) ✦ Weapon
+35 vs. AC; 5d6 + 18 damage.
□ [M] Ghost on the Wind (standard) ✦ Weapon
+35 vs. Will; 6d6 + 18 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 +27, Thievery +29
Str 22 (+20); Dex 26 (+22); Wis 13 (+15);
Con 16 (+17); Int 12 (+15); Cha 15 (+16)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Kobold Trickster Rogue [Level 28 Skirmisher]

Small natural humanoid (reptile) [XP 13000]

Initiative +22; Senses Perception +20
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 37, Reflex 44, Will 40
Speed 6

● [m] Short Sword (standard) ✦ Weapon
+29 vs. AC; 2d6 + 12 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +35 vs. AC; 2d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
The kobold rogue can move 2 squares before the attack.
○ [C] Dance of Death (standard) ✦ Weapon
Close burst 1; targets visible enemies; +35 vs. AC; 3d6 + 18 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: +35 vs. AC; 4d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +34 vs. AC; 4d6 + 18 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 +29, Thievery +29
Str 15 (+16); Dex 26 (+22); Wis 13 (+15);
Con 16 (+17); Int 12 (+15); Cha 22 (+20)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Kobold Fey-Pact Warlock [Level 28 Skirmisher]

Small natural humanoid (reptile) [XP 13000]

Initiative +16; Senses Perception +16
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 42; Fortitude 37, Reflex 41, Will 42
Speed 6

● [m] Spear (standard) ✦ Weapon
+27 vs. AC; 2d8 + 11 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +31 vs. Reflex; 2d10 + 17 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +31 vs. Will; 2d6 + 17 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; +31 vs. Will; 3d10 + 17 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 +6 bonus to the stolen result.
□ [R] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
Ranged 5; +31 vs. Will; 4d10 + 17 psychic damage. Until the end of the encounter, every time the kobold warlock takes damage, the kobold warlock makes a +31 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 +25, Bluff +26
Str 12 (+15); Dex 15 (+16); Wis 14 (+16);
Con 17 (+17); Int 22 (+20); Cha 24 (+21)
Equipment leather armor, spear

-1 Level / +1 Level

Kobold Infernal-Pact Warlock [Level 28 Skirmisher]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +15
HP 258; Bloodied 129
Healing Surges (+64 hp) ○○○
AC 42; Fortitude 42, Reflex 41, Will 37
Speed 6

● [m] Mace (standard) ✦ Weapon
+27 vs. AC; 2d8 + 11 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +32 vs. Reflex; 2d10 + 18 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +32 vs. Reflex; 2d6 + 18 fire damage. If the kobold warlock takes damage before the end of the kobold warlock’s next turn, the target takes an extra 2d6 + 18 fire damage.
○ [R] Hellfire Curse (standard) ✦ Fire
Ranged 10; +32 vs. Fortitude; 5d10 + 24 fire damage.
□ [R] Tartarean Tomb (standard)
Ranged 10; +32 vs. Reflex; 5d10 + 18 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 28 temporary hit points.
Trap Sense
The kobold warlock gains a +2 bonus to all defenses against traps.

Skills Arcana +25, Intimidate +21
Str 12 (+15); Dex 16 (+17); Wis 13 (+15);
Con 26 (+22); Int 22 (+20); Cha 15 (+16)
Equipment leather armor, mace

-1 Level / +1 Level

Kobold Star-Pact Warlock [Level 28 Skirmisher]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +15
HP 258; Bloodied 129
Healing Surges (+64 hp) ○○○
AC 39; Fortitude 42, Reflex 38, Will 41
Speed 6

● [m] Sickle (standard) ✦ Weapon
+27 vs. AC; 2d6 + 11 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +32 vs. Reflex; 2d10 + 18 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +32 vs. Fortitude; 2d6 + 18 radiant damage. If the target moves nearer to the kobold warlock on its next turn, it takes an extra 2d6 + 18 damage.
○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
Ranged 10; +32 vs. Will; 2d10 + 18 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; +32 vs. Will; 5d10 + 18 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 +21, Insight +20
Str 12 (+15); Dex 16 (+17); Wis 13 (+15);
Con 26 (+22); Int 15 (+16); Cha 22 (+20)
Equipment leather armor, sickle

-1 Level / +1 Level

Kobold Inspiring Warlord [Level 28 Soldier (Leader)]

Small natural humanoid (reptile) [XP 13000]

Initiative +18; Senses Perception +15
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 40; Fortitude 42, Reflex 36, Will 41
Speed 5

● [m] Battleaxe (standard) ✦ Weapon
+33 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
● [M] Furious Smash (standard) ✦ Weapon
+33 vs. Fortitude; 7 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 +6 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.
+33 vs. AC; 4d10 + 17 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 +6 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
+33 vs. AC; 6d10 + 17 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 + 6. Until the target loses as many temporary hit points as he or she gained from this power, the target adds +6 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 20 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 +20, History +21
Str 24 (+21); Dex 15 (+16); Wis 12 (+15);
Con 16 (+17); Int 15 (+16); Cha 22 (+20)
Equipment chainmail, battleaxe, javelin

-1 Level / +1 Level

Kobold Tactical Warlord [Level 28 Soldier (Leader)]

Small natural humanoid (reptile) [XP 13000]

Initiative +18; Senses Perception +15
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 42, Reflex 41, Will 37
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage (crit 33 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage (crit 33 + 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; +33 vs. Reflex; 3d8 + 17 damage (crit 41 + 3d8), and the target slides 7 squares.
□ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
Must be wielding a heavy thrown weapon.
Ranged 10/20; +33 vs. AC; 6d6 + 17 damage. Until the end of the encounter, the kobold warlord’s allies add +6 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 +6 bonus to the attack roll and the damage.
Own the Battlefield (standard)
Close burst 10; targets visible enemies; the kobold warlord slides each target 6 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 +6 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 +20, History +25
Str 24 (+21); Dex 15 (+16); Wis 12 (+15);
Con 16 (+17); Int 22 (+20); Cha 15 (+16)
Equipment hide armor, light shield, scimitar, javelin

-1 Level / +1 Level

Kobold Control Wizard [Level 28 Artillery]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +20
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 41; Fortitude 37, Reflex 41, Will 42
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +30 vs. AC; 2d4 + 13 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +31 vs. Fortitude; 2d6 + 17 cold damage, and the target is slowed until the end of the kobold wizard’s next turn.
○ [R] Confusion (standard) ✦ Charm, Psychic
Ranged 20; +31 vs. Will; 3d10 + 17 psychic damage. On the target’s next turn, the kobold wizard controls its actions. The kobold wizard can move it 6 squares, and it then makes a basic attack against its nearest ally.
□ [A] Necrotic Web (standard) ✦ Necrotic, Zone
Area burst 3 within 20; +31 vs. Reflex; 4d6 + 17 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 -6 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 +26, Insight +25
Str 12 (+15); Dex 17 (+17); Wis 22 (+20);
Con 16 (+17); Int 24 (+21); Cha 13 (+15)
Equipment cloth armor, dagger, orb

-1 Level / +1 Level

Kobold War Wizard [Level 28 Artillery]

Small natural humanoid (reptile) [XP 13000]

Initiative +21; Senses Perception +16
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 41; Fortitude 37, Reflex 41, Will 38
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +34 vs. AC; 2d4 + 17 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +31 vs. Reflex; 2d6 + 17 fire damage.
○ [C] Black Fire (standard) ✦ Fire, Necrotic
Close blast 5; targets enemies; +31 vs. Reflex; 6d6 + 17 fire and necrotic damage.
□ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
Close burst 5; targets enemies; +31 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 + 17 poison damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 17 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 +7 bonus to a single attack roll.
Trap Sense
The kobold wizard gains a +2 bonus to all defenses against traps.

Skills Arcana +26, History +26
Str 12 (+15); Dex 24 (+21); Wis 15 (+16);
Con 16 (+17); Int 24 (+21); Cha 13 (+15)
Equipment cloth armor, dagger, wand

-1 Level / +1 Level

Kobold Isolating Avenger [Level 28 Skirmisher]

Small natural humanoid (reptile) [XP 13000]

Initiative +16; Senses Perception +21
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 43; Fortitude 38, Reflex 41, Will 42
Speed 6

● [m] Longsword (standard) ✦ Weapon
+29 vs. AC; 2d8 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +28 vs. AC; 2d6 + 12 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+34 vs. AC; 2d8 + 17 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
+34 vs. Will; 3d8 + 17 damage, and the kobold avenger teleports each enemy within 5 squares of the kobold avenger, other than the target, 10 squares.
□ [M] Aspect of Death (standard) ✦ Weapon
+34 vs. Fortitude; 6d8 + 17 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 +6 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 +21, Religion +25
Str 15 (+16); Dex 15 (+16); Wis 24 (+21);
Con 16 (+17); Int 22 (+20); Cha 12 (+15)
Equipment cloth armor, longsword, javelin, holy symbol

-1 Level / +1 Level

Kobold Pursuing Avenger [Level 28 Skirmisher]

Small natural humanoid (reptile) [XP 13000]

Initiative +21; Senses Perception +21
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 38, Reflex 42, Will 42
Speed 6

● [m] Longsword (standard) ✦ Weapon
+29 vs. AC; 2d8 + 12 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +33 vs. AC; 2d8 + 17 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+34 vs. AC; 2d8 + 17 damage, and if the target doesn’t end its next turn adjacent to the kobold avenger, the kobold avenger can shift 8 squares as a free action. The kobold avenger must end that shift closer to the target.
○ [M] Inevitable End (standard) ✦ Weapon
+41 vs. AC; 4d8 + 17 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; +31 vs. Will; 6d8 + 17 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 +13 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 +20, Stealth +28
Str 15 (+16); Dex 24 (+21); Wis 24 (+21);
Con 16 (+17); Int 13 (+15); Cha 12 (+15)
Equipment cloth armor, longsword, crossbow, holy symbol

-1 Level / +1 Level

Kobold Rageblood Barbarian [Level 28 Brute]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +20
HP 314; Bloodied 157
Healing Surges (+78 hp) ○○○
AC 43; Fortitude 43, Reflex 40, Will 36
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+33 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+33 vs. AC; 2d10 + 3d8 + 17 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 +7 bonus to the attack roll if the target is bloodied. +33 vs. AC; 5d10 + 17 damage, and the kobold barbarian gains a +7 bonus to attack rolls until the end of the kobold barbarian’s next turn.
□ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
+33 vs. AC; 7d10 + 17 damage, and the target is pushed 7 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 21 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 17 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 +25, Perception +20
Str 24 (+21); Dex 16 (+17); Wis 13 (+15);
Con 24 (+21); Int 12 (+15); Cha 15 (+16)
Equipment hide armor, battleaxe, javelin

-1 Level / +1 Level

Kobold Thaneborn Barbarian [Level 28 Brute]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +20
HP 307; Bloodied 153
Healing Surges (+76 hp) ○○○
AC 43; Fortitude 43, Reflex 40, Will 40
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+33 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+33 vs. AC; 2d10 + 3d6 + 17 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
+33 vs. AC; 6d10 + 17 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 +6 power bonus to basic attack rolls.
□ [M] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
+33 vs. AC; 7d10 + 17 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 +6 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 +25, Perception +20
Str 24 (+21); Dex 16 (+17); Wis 13 (+15);
Con 17 (+17); Int 12 (+15); Cha 22 (+20)
Equipment hide armor, battleaxe, javelin

-1 Level / +1 Level

Kobold Cunning Bard [Level 28 Controller (Leader)]

Small natural humanoid (reptile) [XP 13000]

Initiative +16; Senses Perception +20
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 37, Reflex 42, Will 42
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+28 vs. AC; 2d8 + 12 damage (crit 28 + 3d8).
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +31 vs. Will; 2d6 + 17 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; +31 vs. Reflex; 3d10 + 17 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 16 psychic damage whenever that ally takes damage.
□ [C] Frenzied Rhythm (standard) ✦ Charm
Close burst 5; targets enemies; +31 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 + 7 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 11 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 +25, Bluff +26
Str 14 (+16); Dex 15 (+16); Wis 12 (+15);
Con 17 (+17); Int 22 (+20); Cha 24 (+21)
Equipment hide armor, light shield, scimitar

-1 Level / +1 Level

Kobold Valorous Bard [Level 28 Controller (Leader)]

Small natural humanoid (reptile) [XP 13000]

Initiative +16; Senses Perception +20
HP 256; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 41; Fortitude 41, Reflex 38, Will 42
Speed 5

● [m] Scimitar (standard) ✦ Weapon
+28 vs. AC; 2d8 + 12 damage (crit 28 + 3d8).
● [M] Guiding Strike (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage (crit 33 + 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
+33 vs. AC; 2d8 + 17 damage (crit 33 + 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 +7 bonus to the attack roll and the damage roll.
□ [R] Adversarial Song (standard) ✦ Charm, Psychic
Ranged 10; +31 vs. Will; 3d10 + 17 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 + 7 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 12 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 +21, Athletics +20
Str 14 (+16); Dex 15 (+16); Wis 12 (+15);
Con 24 (+21); Int 15 (+16); Cha 24 (+21)
Equipment chainmail, light shield, scimitar

-1 Level / +1 Level

Kobold Guardian Druid [Level 28 Controller]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +21
HP 256; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 44; Fortitude 41, Reflex 38, Will 42
Speed 6

● [m] Spear (standard) ✦ Weapon
+28 vs. AC; 2d8 + 12 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+31 vs. Reflex; 2d8 + 17 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; +31 vs. Fortitude; 2d6 + 10 cold damage, and the target slides 1 square.
○ [C] Polar Blast (standard) ✦ Cold
Close blast 5; +31 vs. Reflex; 3d8 + 17 cold damage, the target gains 7 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; +31 vs. Fortitude; 4d6 + 17 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; +31 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 7 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 +26, Nature +26
Str 14 (+16); Dex 17 (+17); Wis 24 (+21);
Con 24 (+21); Int 13 (+15); Cha 12 (+15)
Equipment hide armor, spear

-1 Level / +1 Level

Kobold Predator Druid [Level 28 Controller]

Small natural humanoid (reptile) [XP 13000]

Initiative +21; Senses Perception +26
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 37, Reflex 42, Will 42
Speed 7

● [m] Spear (standard) ✦ Weapon
+28 vs. AC; 2d8 + 12 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+31 vs. Reflex; 2d8 + 17 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; +31 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 7 fire damage.
○ [M] Leaping Rake (standard) ✦ Beast Form
Before the attack, the kobold druid shifts 8 squares. Targets each enemy within reach during the shift; +31 vs. Reflex; 1d10 + 17 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; +31 vs. Reflex; 6d6 + 17 damage. If the attack hits at least once, the kobold druid shifts 7 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 +26, Perception +26
Str 14 (+16); Dex 24 (+21); Wis 24 (+21);
Con 17 (+17); Int 13 (+15); Cha 12 (+15)
Equipment hide armor, spear

-1 Level / +1 Level

Kobold Preserving Invoker [Level 28 Artillery]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +21
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 43; Fortitude 38, Reflex 41, Will 42
Speed 6

● [m] Mace (standard) ✦ Weapon
+27 vs. AC; 2d8 + 11 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +31 vs. Reflex; 2d8 + 17 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 + 17 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; +31 vs. Will; 6d6 + 17 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 +6 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 +25, Religion +25
Str 12 (+15); Dex 16 (+17); Wis 24 (+21);
Con 17 (+17); Int 22 (+20); Cha 13 (+15)
Equipment hide armor, mace

-1 Level / +1 Level

Kobold Wrathful Invoker [Level 28 Artillery]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +21
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 40; Fortitude 42, Reflex 38, Will 42
Speed 5

● [m] Mace (standard) ✦ Weapon
+27 vs. AC; 2d8 + 11 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +31 vs. Fortitude; 2d10 + 17 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +7 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; +31 vs. Will; 3d8 + 17 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 +7 extra damage.
□ [A] Racking Invocation of Pain (standard)
Area burst 2 within 20; +31 vs. Fortitude; 4d8 + 17 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+7 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 +25, Religion +21
Str 12 (+15); Dex 16 (+17); Wis 24 (+21);
Con 24 (+21); Int 15 (+16); Cha 13 (+15)
Equipment chainmail, mace

-1 Level / +1 Level

Kobold Bear Shaman [Level 28 Controller (Leader)]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +26
HP 256; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 39; Fortitude 42, Reflex 37, Will 42
Speed 6

● [m] Spear (standard) ✦ Weapon
+27 vs. AC; 2d8 + 11 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +31 vs. Will; 2d8 + 17 damage, and each ally adjacent to the kobold shaman’s spirit companion gains 7 temporary hit points.
○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
Spirit melee 1; +31 vs. Reflex; 4d8 + 17 fire and radiant damage. Until the end of the kobold shaman’s next turn, each ally gains a +10 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; +31 vs. Reflex; 3d6 + 17 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 24 damage to the spirit, the spirit disappears, and the kobold shaman takes 19 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; +31 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the kobold shaman’s spirit companion regains 7 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 7 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 +26, Perception +26
Str 13 (+15); Dex 16 (+17); Wis 24 (+21);
Con 24 (+21); Int 15 (+16); Cha 12 (+15)
Equipment leather armor, spear

-1 Level / +1 Level

Kobold Panther Shaman [Level 28 Controller (Leader)]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +26
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 42; Fortitude 38, Reflex 40, Will 42
Speed 6

● [m] Spear (standard) ✦ Weapon
+27 vs. AC; 2d8 + 11 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +31 vs. Fortitude; 2d10 + 17 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 +3 bonus to the attack roll.
○ [R] Blood Reaper Spirits (standard)
Ranged 10; +31 vs. Fortitude; 4d6 + 17 damage. Until the end of the kobold shaman’s next turn, any ally gains a +8 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 +10 if the attack hits twice and +12 if it hits three times.
□ [R] Spirit of the Laughing Wanderer (standard) ✦ Psychic
Ranged 10; +31 vs. Will; 3d10 + 17 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 24 damage to the spirit, the spirit disappears, and the kobold shaman takes 19 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; +31 vs. Reflex; 2d10 + 17 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 +6 bonus to damage rolls against bloodied enemies.

Skills Nature +26, Perception +26
Str 13 (+15); Dex 16 (+17); Wis 24 (+21);
Con 17 (+17); Int 22 (+20); Cha 12 (+15)
Equipment leather armor, spear

-1 Level / +1 Level

Kobold Chaos Sorcerer [Level 28 Artillery]

Small natural humanoid (reptile) [XP 13000]

Initiative +21; Senses Perception +15
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 41; Fortitude 37, Reflex 41, Will 43
Speed 6

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +34 vs. AC; 2d4 + 17 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +31 vs. Will; 2d10 + 28 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: +31 vs. Will; 1d6 + 21 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; +31 vs. Reflex; 4d6 + 28 fire damage. Make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack: +31 vs. Reflex; 4d6 + 28 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; +31 vs. Will; 4d12 + 28 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): +31 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 +11 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 +20, Bluff +26
Str 15 (+16); Dex 24 (+21); Wis 12 (+15);
Con 16 (+17); Int 13 (+15); Cha 24 (+21)
Equipment cloth armor, dagger

-1 Level / +1 Level

Kobold Dragon Sorcerer [Level 28 Skirmisher]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +15
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 40; Fortitude 40, Reflex 37, Will 43
Speed 6

● [m] Mace (standard) ✦ Weapon
+32 vs. AC; 2d8 + 16 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +31 vs. Reflex; 2d8 + 27 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 6 fire damage.
○ [R] Lightning Eruption (standard) ✦ Lightning
Ranged 10; +31 vs. Reflex; 3d12 + 27 lightning damage, and each enemy adjacent to the target takes 1d12 + 20 lightning damage.
□ [C] Draconic Incarnation (standard)
Close blast 5; +31 vs. Reflex; 7d6 + 27 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 +6 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 +10 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 +20, Athletics +25
Str 22 (+20); Dex 17 (+17); Wis 12 (+15);
Con 16 (+17); Int 13 (+15); Cha 24 (+21)
Equipment cloth armor, mace

-1 Level / +1 Level

Kobold Earth Warden [Level 28 Brute]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +21
HP 314; Bloodied 157
Healing Surges (+78 hp) ○○○
AC 46; Fortitude 42, Reflex 39, Will 37
Speed 6

● [m] Scimitar (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage (crit 33 + 3d8).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+33 vs. AC; 2d8 + 17 damage (crit 33 + 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
+33 vs. AC; 3d8 + 17 damage (crit 41 + 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 7 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: +33 vs. AC; 4d8 + 17 damage (crit 49 + 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 +7 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 +23, Perception +21
Str 24 (+21); Dex 16 (+17); Wis 15 (+16);
Con 24 (+21); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, heavy shield, scimitar, javelin

-1 Level / +1 Level

Kobold Wild Warden [Level 28 Brute]

Small natural humanoid (reptile) [XP 13000]

Initiative +17; Senses Perception +25
HP 307; Bloodied 153
Healing Surges (+76 hp) ○○○
AC 43; Fortitude 42, Reflex 37, Will 41
Speed 6

● [m] Battleaxe (standard) ✦ Weapon
+33 vs. AC; 2d10 + 17 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+33 vs. AC; 2d10 + 17 damage, and the target is slowed until the end of the kobold warden’s next turn.
○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
+33 vs. AC; 4d10 + 17 damage, and the target takes 21 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: +33 vs. AC; 5d10 + 17 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; +33 vs. Fortitude; 2d10 + 17 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 -6 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 +25, Perception +25
Str 24 (+21); Dex 16 (+17); Wis 22 (+20);
Con 17 (+17); Int 12 (+15); Cha 13 (+15)
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.