Kobold NPCs [Level 30]
Kobold Battle Cleric [Level 30 Controller (Leader)]
Small natural humanoid (reptile) [XP 19000]
Initiative +17; Senses Perception +21
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 43, Reflex 38, Will 44
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 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
- +39 vs. AC; 4d8 + 18 damage.
- □ [M] Godstrike (standard) ✦ Radiant, Weapon
- +35 vs. AC; 7d8 + 18 radiant damage. Miss: Half damage.
- □ 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 +26, Religion +21
Str 24 (+22); Dex 15 (+17); Wis 22 (+21);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Devoted Cleric [Level 30 Controller (Leader)]
Small natural humanoid (reptile) [XP 19000]
Initiative +17; Senses Perception +22
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 39, Reflex 38, Will 45
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +33 vs. Reflex; 2d8 + 18 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; +33 vs. Will; 3d8 + 18 radiant damage. Hit or Miss: The kobold cleric and
each ally in the burst regain 16 hit points and make a saving throw.
- □ [A] Astral Storm (standard) ✦ Cold, Fire, Lightning, Thunder, Zone
- Area burst 5 within 20; targets enemies; +33 vs. Reflex; 6d10 + 18 cold, fire, lightning, and thunder damage. Resistance doesn’t
reduce the damage unless the target has resistance to all four damage types, and only the weakest resistance applies. A target
that has vulnerability to any one of the four damage types is subject to that vulnerability. Miss: Half damage. Hit
or Miss: The burst creates a stormy zone until the end of the kobold cleric’s next turn. Sustain Minor: When the
kobold cleric sustains this power, make a +33 vs. Reflex attack against every enemy within the zone, dealing 2d10 + 18 lightning
damage if the kobold cleric hits and half damage if the kobold cleric misses.
- □ 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 +27, Religion +21
Str 15 (+17); Dex 15 (+17); Wis 24 (+22);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment chainmail, mace, javelin
-1 Level / +1 Level
Kobold Greatweapon Fighter [Level 30 Soldier]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +17
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 45, Reflex 39, Will 38
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage. Miss: 7 damage.
- ○ [M] Adamantine Strike (standard) ✦ Weapon
- +35 vs. Reflex; 4d10 + 18 damage, and the target takes a –2 penalty to AC until the end of the kobold fighter’s next turn.
- □ [M] No Mercy (standard) ✦ Reliable, Weapon
- +35 vs. AC; 7d10 + 18 damage. 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 +27, Intimidate +21
Str 24 (+22); Dex 17 (+18); Wis 14 (+17);
Con 24 (+22); Int 12 (+16); Cha 13 (+16)
Equipment scale armor, battleaxe, handaxe
-1 Level / +1 Level
Kobold Guardian Fighter [Level 30 Soldier]
Small natural humanoid (reptile) [XP 19000]
Initiative +22; Senses Perception +17
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 45, Reflex 45, Will 38
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+35 vs. AC; 2d8 + 18 damage (crit 34 + 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.
+35 vs. AC; 4d8 + 18 damage (crit 50 + 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.
- □ [M] Storm of Destruction (standard) ✦ Weapon
- Targets one or two creatures, one attack per target; +35 vs. AC; 5d8 + 18 damage (crit 58 + 3d8). Miss: Half damage.
- ● Shifty (minor)
- The kobold fighter shifts 1 square.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The kobold fighter gains an action point that the kobold fighter must spend during the kobold fighter’s current turn.
- Trap Sense
- The kobold fighter gains a +2 bonus to all defenses against traps.
- Combat Challenge
- Every time the kobold fighter attacks an enemy, the kobold fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the kobold fighter’s next turn. If the marked creature makes an attack that doesn’t include
the kobold fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the kobold fighter and shifts or makes an attack that does not include the kobold fighter, the kobold fighter can make
a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +22, Intimidate +21
Str 24 (+22); Dex 24 (+22); Wis 14 (+17);
Con 17 (+18); Int 12 (+16); Cha 13 (+16)
Equipment scale armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Avenging Paladin [Level 30 Soldier]
Small natural humanoid (reptile) [XP 19000]
Initiative +17; Senses Perception +17
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 44, Reflex 39, Will 43
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +36 vs. AC; 2d8 + 18 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
- +36 vs. Will; 2d8 + 18 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: +36 vs. Will;
1d8 + 18 damage, and the target is stunned until the end of the kobold paladin’s next turn.
- □ [M] Powerful Faith (standard) ✦ Weapon
- +36 vs. AC; 7d8 + 18 damage and make a secondary attack against each enemy within 10 squares of the kobold paladin. Miss:
Half damage, and no secondary attack. Secondary Attack: +36 vs. Fortitude; The target is blinded 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.
- □ 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 +26, Religion +21
Str 24 (+22); Dex 15 (+17); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment plate armor, longsword, javelin
-1 Level / +1 Level
Kobold Protecting Paladin [Level 30 Soldier]
Small natural humanoid (reptile) [XP 19000]
Initiative +17; Senses Perception +17
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 43, Reflex 41, Will 44
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage (crit 33 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 17 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8), and the kobold paladin gains 2 temporary hit points.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +33 vs. Will; 4d8 + 18 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.
- □ [R] Even Hand of Justice (standard)
- Ranged 5; +33 vs. Will; 5d10 + 18 damage. Whenever the target makes an attack, its attack works as usual, but it takes the
full damage and effects of the attack as well (save ends). Saving throws made to end the effect take a –2 penalty. Many creatures
have immunity or resistance to their own attacks. When taking damage from its own attacks resulting from this power, the target
does not gain the benefit of any immunities or resistances. Miss: 5d10 + 18 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 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 +27, Religion +21
Str 22 (+21); Dex 15 (+17); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 24 (+22)
Equipment plate armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Archer Ranger [Level 30 Skirmisher]
Small natural humanoid (reptile) [XP 19000]
Initiative +23; Senses Perception +22
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 47; Fortitude 43, Reflex 45, Will 38
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage (crit 33 + 3d8).
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +36 vs. AC; 2d8 + 19 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Short Sword: +34/+35 vs. AC; 2d8 + 11 damage (crit 27 + 3d8) (main)/2d6
+ 11 damage (off-hand).
Shortbow: Ranged 15/30; +36 vs. AC (twice); 2d8 + 11 damage.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 15/30; targets each enemy in range; +36 vs. AC; 1d8 + 19 damage.
- □ [R] Three-in-One Shot (standard) ✦ Weapon
- Ranged 15/30; three attacks against one creature; +36 vs. AC; 2d8 + 19 damage per attack. If the first attack hits, the kobold
ranger gains a +5 bonus to the second and third attack rolls. If the first attack misses, roll the second and third attacks
normally. Miss: Half damage per attack.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the kobold ranger’s turn, enemies treat the kobold ranger as invisible if the kobold ranger has cover or concealment
from them. An enemy still knows the square occupied by the kobold ranger if it saw the kobold ranger in that square at any
point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● Shifty (minor)
- The kobold ranger shifts 1 square.
- ● Hunter’s Quarry (minor)
- The kobold ranger can designate the nearest visible enemy as the kobold ranger’s quarry. Once per round when hitting this
quarry, the kobold ranger can deal an extra 3d6 damage. This effect remains active until the end of the encounter or until
the kobold ranger designates a different target as the quarry. The kobold ranger can only designate one enemy as quarry at
a time.
- Trap Sense
- The kobold ranger gains a +2 bonus to all defenses against traps.
- Archer Fighting Style
- The kobold ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The kobold ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +22, Stealth +29
Str 22 (+21); Dex 26 (+23); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, scimitar, short sword, shortbow
-1 Level / +1 Level
Kobold Two-Blade Ranger [Level 30 Skirmisher]
Small natural humanoid (reptile) [XP 19000]
Initiative +22; Senses Perception +22
HP 279; Bloodied 139
Healing Surges (+69 hp) ○○○
AC 46; Fortitude 44, Reflex 44, Will 38
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8).
- ● [m] Off-hand Scimitar (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8).
- ● [r] Shortbow (standard) ✦ Weapon
- Ranged 15/30; +35 vs. AC; 2d8 + 18 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Scimitar/Scimitar: +35/+35 vs. AC; 2d8 + 11 damage (crit 27 + 3d8) (main)/2d8
+ 11 damage (crit 27 + 3d8) (off-hand).
Shortbow: Ranged 15/30; +35 vs. AC (twice); 2d8 + 11 damage.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +35 vs. AC; 1d8 + 18 damage (crit 26 + 3d8). Hit or Miss: The kobold ranger
can shift 3 squares, and make another close burst 1 attack (as above).
- ● 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.
- □ [M] Weave a Web of Steel (immediate interrupt) ✦ Weapon
- When an enemy hits the kobold ranger with a melee attack.
Two attacks against triggering enemy.
Scimitar (main): +35 vs. AC; 3d8 + 18 damage (crit 42 + 3d8).
Scimitar
(off hand): +35 vs. AC; 1d8 + 18 damage (crit 26 + 3d8).
If both attacks hit, the target’s attack misses. Miss:
Half damage with the main weapon, and no damage with the off-hand weapon.
- □ 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 +22, Perception +22
Str 24 (+22); Dex 24 (+22); Wis 15 (+17);
Con 16 (+18); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, scimitar, scimitar, shortbow
-1 Level / +1 Level
Kobold Brawny Rogue [Level 30 Skirmisher]
Small natural humanoid (reptile) [XP 19000]
Initiative +23; Senses Perception +16
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 42, Reflex 46, Will 38
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +35 vs. AC; 2d6 + 17 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +37 vs. AC; 2d6 + 19 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +37 vs. Reflex; 2d6 + 19 damage.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +37 vs. AC; 5d6 + 19 damage.
- □ [M/R] Assassin’s Point (standard) ✦ Weapon
- Short Sword: +37 vs. AC; 7d6 + 19 damage.
Shuriken: Ranged 6/12; +37 vs. AC; 7d6 + 19 damage.
Hit: If the kobold rogue has combat advantage against the target, double any extra damage from Sneak Attack or a critical
hit. Miss: Half damage.
- ○ 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 +28, Thievery +30
Str 22 (+21); Dex 26 (+23); Wis 13 (+16);
Con 16 (+18); Int 12 (+16); Cha 15 (+17)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Kobold Trickster Rogue [Level 30 Skirmisher]
Small natural humanoid (reptile) [XP 19000]
Initiative +23; Senses Perception +21
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 39, Reflex 46, Will 42
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 13 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +37 vs. AC; 2d6 + 19 damage.
Hand Crossbow: Ranged 10/20; +36 vs. AC; 2d6 + 19 damage.
The kobold rogue can move 2 squares before the attack.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +37 vs. AC; 3d6 + 19 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] Immobilizing Strike (standard) ✦ Weapon
- Short Sword: +37 vs. Fortitude; 5d6 + 19 damage.
Hand Crossbow: Ranged 10/20; +36 vs. Fortitude; 5d6
+ 19 damage.
Hit: The target is immobilized (save ends). If the target succeeds on its saving throw, it is slowed
(save ends). Saving throws against these effects take a –5 penalty. Miss: Half damage, and the target is slowed (save
ends). Saving throws against this effect take a –5 penalty.
- ● 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 +30, Thievery +30
Str 15 (+17); Dex 26 (+23); Wis 13 (+16);
Con 16 (+18); Int 12 (+16); Cha 22 (+21)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Kobold Fey-Pact Warlock [Level 30 Skirmisher]
Small natural humanoid (reptile) [XP 19000]
Initiative +17; Senses Perception +17
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 39, Reflex 43, Will 44
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +33 vs. Reflex; 2d10 + 18 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +33 vs. Will; 2d6 + 18 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; +33 vs. Will; 3d10 + 18 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 Dark Delirium (standard) ✦ Charm
- Ranged 10; +33 vs. Will; on the target’s next turn, The kobold warlock dictates its standard, move, and minor actions. The
target cannot use immediate actions. It can’t use powers other than a basic attack, and it can’t take suicidal actions such
as leaping off a cliff or attacking itself. Miss: If the target is adjacent to one of its allies at the start of its
next turn, it must begin its turn by using a standard action to make a melee basic attack against that ally. Sustain Standard:
Repeat the attack against the target as long as the target is within range. On a miss, the kobold warlock can’t sustain this
power.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The kobold warlock becomes invisible until the start of the kobold warlock’s next turn and teleports 20 squares. The kobold
warlock leaves behind an illusory image of the kobold warlock that persists as long as the kobold warlock is invisible. This
image stands in place, takes no actions, and uses the kobold warlock’s defenses if it is attacked. If the illusion is touched
or takes any damage, it dissolves into a pile of dead leaves. If the kobold warlock makes an attack, the kobold warlock becomes
visible. Sustain Standard: The kobold warlock remains invisible as long as the kobold warlock doesn’t make an attack.
- ● Shifty (minor)
- The kobold warlock shifts 1 square.
- ● Warlock’s Curse (minor)
- The kobold warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
kobold warlock can deal an extra 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The kobold warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The kobold warlock can immediately teleport 3 squares.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +26, Bluff +27
Str 12 (+16); Dex 15 (+17); Wis 14 (+17);
Con 17 (+18); Int 22 (+21); Cha 24 (+22)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Infernal-Pact Warlock [Level 30 Skirmisher]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +16
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 44; Fortitude 44, Reflex 43, Will 39
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +34 vs. Reflex; 2d6 + 19 fire damage. If the kobold warlock takes damage before the end of the kobold warlock’s
next turn, the target takes an extra 2d6 + 19 fire damage.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +34 vs. Fortitude; 5d10 + 25 fire damage.
- □ [R] Hurl through Hell (standard) ✦ Fear, Fire, Teleportation
- Ranged 10; +34 vs. Will; 7d10 + 19 fire damage, and the target disappears into the Nine Hells until the end of the kobold
warlock’s next turn. The target returns to the same square it left, or the nearest unoccupied square, and is prone and stunned
(save ends). Sustain Minor: If the kobold warlock spends a minor action to sustain the power, the target’s return is
delayed until the end of the kobold warlock’s next turn. The kobold warlock can sustain the power no more than three times.
Miss: Half damage, and the target does not disappear.
- ● 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 30 temporary hit points.
- Trap Sense
- The kobold warlock gains a +2 bonus to all defenses against traps.
Skills Arcana +26, Intimidate +22
Str 12 (+16); Dex 16 (+18); Wis 13 (+16);
Con 26 (+23); Int 22 (+21); Cha 15 (+17)
Equipment leather armor, mace
-1 Level / +1 Level
Kobold Star-Pact Warlock [Level 30 Skirmisher]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +16
HP 274; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 41; Fortitude 44, Reflex 40, Will 43
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 12 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +34 vs. Reflex; 2d10 + 19 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +34 vs. Fortitude; 2d6 + 19 radiant damage. If the target moves nearer to the kobold warlock on its next turn,
it takes an extra 2d6 + 19 damage.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +34 vs. Will; 2d10 + 19 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] Doom of Delban (standard) ✦ Cold, Fear
- Ranged 10; +34 vs. Fortitude; 5d10 + 19 cold damage. Miss: Half damage. Sustain Standard: The kobold warlock
can attack the same target or switch to a new target within range. Make an attack (as above) and increase the cold damage
by 1d10 each time this power hits. Each time the kobold warlock sustains this power, the kobold warlock takes 2d10 damage.
- ● 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 +22, Insight +21
Str 12 (+16); Dex 16 (+18); Wis 13 (+16);
Con 26 (+23); Int 15 (+17); Cha 22 (+21)
Equipment leather armor, sickle
-1 Level / +1 Level
Kobold Inspiring Warlord [Level 30 Soldier (Leader)]
Small natural humanoid (reptile) [XP 19000]
Initiative +19; Senses Perception +16
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 44, Reflex 38, Will 43
Speed 5
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +35 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.
+35 vs. AC; 4d10 + 18 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
- +35 vs. AC; 6d10 + 18 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.
- □ [M] Stand Invincible (standard) ✦ Weapon
- +35 vs. AC; 7d10 + 18 damage. Hit or Miss: The kobold warlord and each ally within 5 squares of the kobold warlord
gains a +4 power bonus to all defenses and resist 5 to all damage until the end of the kobold warlord’s next turn. Sustain
Minor: The effect continues.
- ● 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 21 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 +21, History +22
Str 24 (+22); Dex 15 (+17); Wis 12 (+16);
Con 16 (+18); Int 15 (+17); Cha 22 (+21)
Equipment chainmail, battleaxe, javelin
-1 Level / +1 Level
Kobold Tactical Warlord [Level 30 Soldier (Leader)]
Small natural humanoid (reptile) [XP 19000]
Initiative +19; Senses Perception +16
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 44, Reflex 43, Will 39
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 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; +35 vs. Reflex; 3d8 + 18 damage (crit 42 + 3d8), and the target slides 7 squares.
- □ 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.
- □ [M] Defy Death (immediate interrupt) ✦ Healing, Weapon
- When a creature attacks the kobold warlord’s ally.
As part of this action, the kobold warlord can move twice the kobold warlord’s speed to reach the target without provoking
opportunity attacks. Targets the attacking creature; +35 vs. AC; 7d8 + 18 damage (crit 74 + 3d8), and the target’s attack
misses. Miss: Half damage, and the target’s attack deals half damage if it hits. Hit or Miss: As an immediate
reaction, the attacked ally can spend a healing surge.
- 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 +21, History +26
Str 24 (+22); Dex 15 (+17); Wis 12 (+16);
Con 16 (+18); Int 22 (+21); Cha 15 (+17)
Equipment hide armor, light shield, scimitar, javelin
-1 Level / +1 Level
Kobold Control Wizard [Level 30 Artillery]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +21
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 44
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +32 vs. AC; 2d4 + 14 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +33 vs. Fortitude; 2d6 + 18 cold damage, and the target is slowed until the end of the kobold wizard’s next turn.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +33 vs. Will; 3d10 + 18 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.
- □ [C] Legion’s Hold (standard) ✦ Charm, Psychic
- Close burst 20; targets enemies; +33 vs. Will; 2d10 + 18 psychic damage, and the target is stunned (save ends). Miss:
Half damage, and the target is dazed (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 +27, Insight +26
Str 12 (+16); Dex 17 (+18); Wis 22 (+21);
Con 16 (+18); Int 24 (+22); Cha 13 (+16)
Equipment cloth armor, dagger, orb
-1 Level / +1 Level
Kobold War Wizard [Level 30 Artillery]
Small natural humanoid (reptile) [XP 19000]
Initiative +22; Senses Perception +17
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 40
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +36 vs. AC; 2d4 + 18 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +33 vs. Reflex; 2d6 + 18 fire damage.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +33 vs. Reflex; 6d6 + 18 fire and necrotic damage.
- □ [A] Meteor Swarm (standard) ✦ Fire
- Area burst 5 within 20; +33 vs. Reflex; 8d6 + 18 fire damage. Miss: Half damage.
- □ 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 +27, History +27
Str 12 (+16); Dex 24 (+22); Wis 15 (+17);
Con 16 (+18); Int 24 (+22); Cha 13 (+16)
Equipment cloth armor, dagger, wand
-1 Level / +1 Level
Kobold Isolating Avenger [Level 30 Skirmisher]
Small natural humanoid (reptile) [XP 19000]
Initiative +17; Senses Perception +22
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 13 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 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
- +36 vs. Will; 3d8 + 18 damage, and the kobold avenger teleports each enemy within 5 squares of the kobold avenger, other than
the target, 10 squares.
- □ [C] Fiery Vengeance (standard) ✦ Fire, Healing, Radiant
- Close burst 3; +33 vs. Reflex; 7d6 + 18 fire and radiant damage. Miss: Half damage. Hit or Miss: The kobold
avenger regains hit points as if the kobold avenger had spent a healing surge. Until the end of the encounter, any enemy that
ends its turn adjacent to the kobold avenger takes 10 fire and radiant damage.
- ○ [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 +22, Religion +26
Str 15 (+17); Dex 15 (+17); Wis 24 (+22);
Con 16 (+18); Int 22 (+21); Cha 12 (+16)
Equipment cloth armor, longsword, javelin, holy symbol
-1 Level / +1 Level
Kobold Pursuing Avenger [Level 30 Skirmisher]
Small natural humanoid (reptile) [XP 19000]
Initiative +22; Senses Perception +22
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 40, Reflex 44, Will 44
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 13 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +35 vs. AC; 2d8 + 18 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +36 vs. AC; 2d8 + 18 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
- +43 vs. AC; 4d8 + 18 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.
- □ [M] Final Oath (standard) ✦ Weapon
- +36 vs. AC; 9d8 + 18 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the kobold avenger
and the target gain a +5 bonus to attack rolls against each other.
- ○ [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 +21, Stealth +29
Str 15 (+17); Dex 24 (+22); Wis 24 (+22);
Con 16 (+18); Int 13 (+16); Cha 12 (+16)
Equipment cloth armor, longsword, crossbow, holy symbol
-1 Level / +1 Level
Kobold Rageblood Barbarian [Level 30 Brute]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +21
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 45; Fortitude 45, Reflex 42, Will 38
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d10 + 3d8 + 18 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. +35 vs. AC; 5d10 + 18 damage, and
the kobold barbarian gains a +7 bonus to attack rolls until the end of the kobold barbarian’s next turn.
- □ [M] Winter Ghost Rage (standard) ✦ Cold, Rage, Weapon
- +35 vs. AC; 6d10 + 18 cold damage, and ongoing 10 cold damage (save ends). Miss: Half damage. Hit or Miss: The
kobold barbarian enters the rage of the winter ghost. Until the rage ends, the kobold barbarian is insubstantial while the
kobold barbarian is bloodied.
- ● 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 22 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 +26, Perception +21
Str 24 (+22); Dex 16 (+18); Wis 13 (+16);
Con 24 (+22); Int 12 (+16); Cha 15 (+17)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Thaneborn Barbarian [Level 30 Brute]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +21
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 45; Fortitude 45, Reflex 42, Will 42
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+35 vs. AC; 2d10 + 3d6 + 18 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
- +35 vs. AC; 6d10 + 18 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] World Serpent Rage (standard) ✦ Rage, Weapon
- +35 vs. AC; 7d10 + 18 damage. Miss: Half damage. Hit or Miss: The kobold barbarian enters the rage of the World
Serpent. Until the rage ends, the kobold barbarian can make a melee basic attack as a free action against any enemy adjacent
to the kobold barbarian that shifts. In addition, on the kobold barbarian’s turn, the kobold barbarian gains a +5 bonus to
damage rolls against any enemy that was adjacent to the kobold barbarian at the start of the kobold barbarian’s turn. When
charging, the kobold barbarian can use this power in place of a melee basic attack.
- ● 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 +26, Perception +21
Str 24 (+22); Dex 16 (+18); Wis 13 (+16);
Con 17 (+18); Int 12 (+16); Cha 22 (+21)
Equipment hide armor, battleaxe, javelin
-1 Level / +1 Level
Kobold Cunning Bard [Level 30 Controller (Leader)]
Small natural humanoid (reptile) [XP 19000]
Initiative +17; Senses Perception +21
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 39, Reflex 44, Will 44
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage (crit 29 + 3d8).
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +33 vs. Will; 2d6 + 18 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; +33 vs. Reflex; 3d10 + 18 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.
- □ [R] Spellbind (standard) ✦ Charm
- Ranged 10; +33 vs. Will; The target is dominated (save ends). Aftereffect: 2d10 + 18 damage, and the target is dazed
until the end of the kobold bard’s next turn. Miss: The target is dazed (save ends). Aftereffect: 2d10 + 18
damage.
- ● 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 +26, Bluff +27
Str 14 (+17); Dex 15 (+17); Wis 12 (+16);
Con 17 (+18); Int 22 (+21); Cha 24 (+22)
Equipment hide armor, light shield, scimitar
-1 Level / +1 Level
Kobold Valorous Bard [Level 30 Controller (Leader)]
Small natural humanoid (reptile) [XP 19000]
Initiative +17; Senses Perception +21
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 43; Fortitude 43, Reflex 40, Will 44
Speed 5
- ● [m] Scimitar (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage (crit 29 + 3d8).
- ● [M] Guiding Strike (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 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
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 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] Satire of Leadership (standard) ✦ Psychic
- Ranged 10; +33 vs. Will; 5d10 + 18 psychic damage. Hit or Miss: The target and each enemy within 3 squares of it take
a –2 penalty to all defenses and gain vulnerable 5 to all damage (save ends both).
- ● 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 +22, Athletics +21
Str 14 (+17); Dex 15 (+17); Wis 12 (+16);
Con 24 (+22); Int 15 (+17); Cha 24 (+22)
Equipment chainmail, light shield, scimitar
-1 Level / +1 Level
Kobold Guardian Druid [Level 30 Controller]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +22
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 46; Fortitude 43, Reflex 40, Will 44
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Fortitude; 2d6 + 11 cold damage, and the target slides 1 square.
- ○ [C] Polar Blast (standard) ✦ Cold
- Close blast 5; +33 vs. Reflex; 3d8 + 18 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] Lifeleech Thorns (standard) ✦ Healing
- Area burst 2 within 20; +33 vs. Reflex; the target is immobilized and weakened and takes ongoing 10 damage (save ends all).
The kobold druid regains 7 hit points for each target hit with this power. Aftereffect: 3d8 + 18 damage. Miss:
1d10 + 18 damage, and the target is weakened (save ends).
- □ 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 +27, Nature +27
Str 14 (+17); Dex 17 (+18); Wis 24 (+22);
Con 24 (+22); Int 13 (+16); Cha 12 (+16)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Predator Druid [Level 30 Controller]
Small natural humanoid (reptile) [XP 19000]
Initiative +22; Senses Perception +27
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 46; Fortitude 39, Reflex 44, Will 44
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 13 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +33 vs. Reflex; 2d8 + 18 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; +33 vs. Reflex; 2d6 + 11 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; +33 vs. Reflex; 1d10
+ 18 damage, and the target is dazed until the end of the kobold druid’s next turn.
- □ [R] Gaze of the Beast (standard) ✦ Beast Form, Charm, Psychic
- Ranged 10; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d10 + 18 psychic damage. Miss: The
target is dazed (save ends), with 2d10 + 18 psychic damage as an aftereffect.
- ● 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 +27, Perception +27
Str 14 (+17); Dex 24 (+22); Wis 24 (+22);
Con 17 (+18); Int 13 (+16); Cha 12 (+16)
Equipment hide armor, spear
-1 Level / +1 Level
Kobold Preserving Invoker [Level 30 Artillery]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +22
HP 203; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 45; Fortitude 40, Reflex 43, Will 44
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +33 vs. Reflex; 2d8 + 18 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
+ 18 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] Word of the Gods (standard) ✦ Charm, Psychic
- Close blast 5; targets enemies; +33 vs. Will; the target is dominated (save ends). Aftereffect: 3d6 + 18 psychic damage.
Miss: 6d6 + 18 psychic damage.
- ● 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 +26, Religion +26
Str 12 (+16); Dex 16 (+18); Wis 24 (+22);
Con 17 (+18); Int 22 (+21); Cha 13 (+16)
Equipment hide armor, mace
-1 Level / +1 Level
Kobold Wrathful Invoker [Level 30 Artillery]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +22
HP 210; Bloodied 105
Healing Surges (+52 hp) ○○○
AC 42; Fortitude 44, Reflex 40, Will 44
Speed 5
- ● [m] Mace (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +33 vs. Fortitude; 2d10 + 18 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; +33 vs. Will; 3d8 + 18 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] Invoke the Absolute Dark (standard) ✦ Zone
- Area burst 2 within 20; +33 vs. Fortitude; 6d6 + 18 damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of darkness that lasts until the end of the kobold invoker’s next turn. The zone is totally obscured. In addition,
any creature that starts its turn within the zone takes 10 damage, slides 1 square toward the zone’s center, and is slowed
until the end of its turn. The kobold invoker can dismiss the zone as a minor action. Sustain Minor: The zone persists,
and the kobold invoker can increase its size by 1 to a maximum of burst 5.
- ● 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 +26, Religion +22
Str 12 (+16); Dex 16 (+18); Wis 24 (+22);
Con 24 (+22); Int 15 (+17); Cha 13 (+16)
Equipment chainmail, mace
-1 Level / +1 Level
Kobold Bear Shaman [Level 30 Controller (Leader)]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +27
HP 272; Bloodied 136
Healing Surges (+68 hp) ○○○
AC 41; Fortitude 44, Reflex 39, Will 44
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Will; 2d8 + 18 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; +33 vs. Reflex; 4d8 + 18 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] Sea of Serpents (standard) ✦ Zone
- Close blast 5; targets enemies; +33 vs. Reflex; 5d6 + 18 damage. Miss: Half damage. Hit or Miss: The blast creates
a zone of serpent spirits that lasts until the end of the encounter. Any ally that starts his or her turn within the zone
gains three benefits until the start of his or her next turn: The ally can shift 3 squares as a minor action, gains combat
advantage against each enemy, and can use an opportunity action to make a melee basic attack against any enemy adjacent to
him or her that shifts.
- ● 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 25 damage to the spirit, the spirit
disappears, and the kobold shaman takes 20 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; +33 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 +27, Perception +27
Str 13 (+16); Dex 16 (+18); Wis 24 (+22);
Con 24 (+22); Int 15 (+17); Cha 12 (+16)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Panther Shaman [Level 30 Controller (Leader)]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +27
HP 265; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 44; Fortitude 40, Reflex 42, Will 44
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +33 vs. Fortitude; 2d10 + 18 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; +33 vs. Fortitude; 4d6 + 18 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] Death Spirit (standard) ✦ Necrotic
- Ranged 10; +33 vs. Fortitude; 7d10 + 18 necrotic damage. Miss: Half damage. Hit or Miss: When any creature drops
to 0 hit points or fewer within 10 squares of the target, the target takes 3d10 necrotic damage (save ends). Aftereffect:
When any creature drops to 0 hit points or fewer within 10 squares of the target, the target takes 2d10 necrotic damage (save
ends).
- □ 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 25 damage to the spirit, the spirit
disappears, and the kobold shaman takes 20 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; +33 vs. Reflex; 2d10 + 18 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 +27, Perception +27
Str 13 (+16); Dex 16 (+18); Wis 24 (+22);
Con 17 (+18); Int 22 (+21); Cha 12 (+16)
Equipment leather armor, spear
-1 Level / +1 Level
Kobold Chaos Sorcerer [Level 30 Artillery]
Small natural humanoid (reptile) [XP 19000]
Initiative +22; Senses Perception +16
HP 202; Bloodied 101
Healing Surges (+50 hp) ○○○
AC 43; Fortitude 39, Reflex 43, Will 45
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +36 vs. AC; 2d4 + 18 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +33 vs. Will; 2d10 + 29 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:
+33 vs. Will; 1d6 + 22 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; +33 vs. Reflex; 4d6 + 29 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +33 vs. Reflex; 4d6 + 29 fire damage. Repeat the secondary attack against
a creature the kobold sorcerer has not already targeted with this power during this encounter.
- □ [C] Entropic Whirlwind (standard) ✦ Teleportation
- Close burst 5; targets enemies; +33 vs. Will; 3d8 + 29 damage, and the kobold sorcerer teleports the target 7 squares. The
target again takes 3d8 + 29 damage whenever it teleports (save ends). Hit or Miss: Until the end of the encounter,
when any creature ends its turn within 5 squares of the kobold sorcerer, the kobold sorcerer can teleport the creature to
any space within 5 squares of the kobold sorcerer as an immediate reaction.
- ● 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 +21, Bluff +27
Str 15 (+17); Dex 24 (+22); Wis 12 (+16);
Con 16 (+18); Int 13 (+16); Cha 24 (+22)
Equipment cloth armor, dagger
-1 Level / +1 Level
Kobold Dragon Sorcerer [Level 30 Skirmisher]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +16
HP 264; Bloodied 132
Healing Surges (+66 hp) ○○○
AC 42; Fortitude 42, Reflex 39, Will 45
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +33 vs. Reflex; 2d8 + 28 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; +33 vs. Reflex; 3d12 + 28 lightning damage, and each enemy adjacent to the target takes 1d12 + 21 lightning damage.
- □ [R] Endless Acid (standard) ✦ Acid
- Ranged 10; +33 vs. Fortitude; 1d6 + 28 acid damage, and ongoing 15 acid damage (save ends). Aftereffect: Ongoing 10
acid damage (save ends). Aftereffect: Ongoing 5 acid damage (save ends). Miss: Ongoing 15 acid damage (save
ends).
- ● 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 +21, Athletics +26
Str 22 (+21); Dex 17 (+18); Wis 12 (+16);
Con 16 (+18); Int 13 (+16); Cha 24 (+22)
Equipment cloth armor, mace
-1 Level / +1 Level
Kobold Earth Warden [Level 30 Brute]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +22
HP 334; Bloodied 167
Healing Surges (+83 hp) ○○○
AC 48; Fortitude 44, Reflex 41, Will 39
Speed 6
- ● [m] Scimitar (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 3d8).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +35 vs. AC; 2d8 + 18 damage (crit 34 + 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
- +35 vs. AC; 3d8 + 18 damage (crit 42 + 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 Spring Renewal (minor) ✦ Healing, Polymorph, Radiant
- The kobold warden assumes the guardian form of spring renewal until the end of the encounter. While the kobold warden is in
this form, the kobold warden gains resist 10 necrotic. In addition, the kobold warden gains a fly speed of 8, and the kobold
warden can hover. 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: Close burst 2; +39 vs. Reflex; 4d10 + 11 radiant damage. Miss:
Half damage. Hit or Miss: The kobold warden regains all the kobold warden’s hit points, but the kobold warden is stunned
until the end of the kobold warden’s next turn.
- ● [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 +24, Perception +22
Str 24 (+22); Dex 16 (+18); Wis 15 (+17);
Con 24 (+22); Int 12 (+16); Cha 13 (+16)
Equipment hide armor, heavy shield, scimitar, javelin
-1 Level / +1 Level
Kobold Wild Warden [Level 30 Brute]
Small natural humanoid (reptile) [XP 19000]
Initiative +18; Senses Perception +26
HP 327; Bloodied 163
Healing Surges (+81 hp) ○○○
AC 45; Fortitude 44, Reflex 39, Will 43
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +35 vs. AC; 2d10 + 18 damage, and the target is slowed until the end of the kobold warden’s next turn.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +35 vs. AC; 4d10 + 18 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 Starmetal Warrior (minor) ✦ Polymorph
- The kobold warden assumes the guardian form of the starmetal warrior until the end of the encounter. While the kobold warden
is in this form, the kobold warden gains a +3 bonus to AC. In addition, while any flying enemy is within 10 squares of the
kobold warden, its fly speed is 1. 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: Close burst 2; targets enemies; +35 vs. AC; 3d10
+ 18 damage. This damage ignores any of the target’s resistances. Miss: Half damage. This damage ignores any of the
target’s resistances.
- ● [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; +35 vs. Fortitude; 2d10 + 18 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 +26, Perception +26
Str 24 (+22); Dex 16 (+18); Wis 22 (+21);
Con 17 (+18); Int 12 (+16); Cha 13 (+16)
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.