Kobold Scale Sorcerers have an innate talent for arcane magic, making them highly valuable members of their communities.
These sorcerers typically fill the role of advisor, and when threatened, a scale sorcerer lashes out with coloful magic.
Small Humanoid, Any Alignment
Armor Class: 15 (natural armor)
Hit Points: 27 (5d6 + 10)
Speed: 30 ft.
- STR – 7 (-2)
- DEX – 15 (+2)
- CON – 14 (+2)
- INT – 10 (+0)
- WIS – 9 (- 1)
- CHA 14 (+2)
Skills: Arcana +2, Medicine + 1
Senses: darkvision 60 ft., passive Perception 9
Languages: Common, Draconic
Challenge: 1 (200 XP)
Proficiency Bonus: +2
Pack Tactics: The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity: While in sun light, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack: The kobold makes two Dagger or Chromatic Bolt attacks. It can replace one attack with a use of Spellcasting.
Dagger: Mefee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Chromatic Bolt: Ranged Spell Attack: +4 to hit, range 60 feet, one target. Hit: 9 (2d6 + 2) of a type of the kobold’s choice: acid, cold, fire, lightning, poison, or thunder.
Spellcasting: The kobold casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):
At will: mage hand, prestidigitation 2 day each: charm person, fog cloud, levitate.