Death Burst. Approximately 1 in 20 Kobolds worship a great dragon lord, and some believe if they die in a wash of elemental energy, they will reincarnate as a dragon. To ensure this, the most dedicated tatoo a glyph on their body that explodes when they drop to 0hp, dealing 25 (7d6) Elemental Damage, or half as much to any creature succeeding a DC 14 DEX Save. Failing the save by 5 or more means the creature takes half the damage at the start of each turn until it is removed as an action.
Pack Tactics. The Kobold has advantage on attacks against any creature within 5ft of an ally.
Heart of the Dragon. The Kobold is immune to 2 of 8 forms of elemental damage.
3x Dagger Multiattack Weapon Attack. +7 to hit.
Hit. 11 (2d6+4) Slashing damage.
Sling. Range 30/120ft, +7 to hit.
Hit. 28 (6d6+7) Bludgeoning damage.
Elemental Spit. Spell Attack, Range 0ft, +2 to hit.
Hit. 11 (2d10) Elemental damage, and the target must make a DC 15 CON save or take an additional 11 (2d10) damage at the start of each turn until they remove it as an action.
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 40 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics. The Kobold Dragonshield has advantage on an attack roll against a creature if at least one of the Kobold Dragonshield’s allies is within 10 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the creature has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
3x Spear Multiattack. +8 to hit.
Hit. 16 (3d6+5) Piercing damage.
Sling. Ranged Weapon. +8 to hit, Range 40/150ft.
Hit. 37 (9d6+5) Piercing damage.
Pike +1 Melee Weapon. +5 to hit, Range 10ft.
Hit. 42 (9d6+6) Piercing damage.
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 40 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Pack Tactics. The Kobold Dragonshield has advantage on an attack roll against a creature if at least one of the Kobold Dragonshield’s allies is within 10 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the creature has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
3x Spear Multiattack.
Spear. Melee Weapon Attack. +8 to hit, Range 5 ft.
Hit. 16 (3d6+5) Piercing damage.
Sling. Ranged Weapon. +8 to hit, Range 40/150ft.
Hit. 37 (9d6+5) Piercing damage.
Pike +1 Melee Weapon. +5 to hit, Range 10ft.
Hit. 42 (9d6+6) Piercing damage.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 4 Actions.
Legendary Resistance (OOOOOOOO/day). When the Gold Dragon fails a saving throw, it may choose to succeed instead.
Spellcasting. The Gold Dragon is a L30 spellcaster, and has prepared 39 Spells through CHATheir Spell Save DC is 26 and their Spell Attack mod is +18 Spell Points. 196
3x Sword Multiattack Weapon Attack. +8 to hit.
Hit. 11 (2d6+4) Slashing damage.
Elemental Spit. Spell Attack, +7 to hit, Range 150/600.
Hit: 27 (6d8) Force damage.
Grenade (Recharge 5-6). The Kobold launches a grenade to space within 40ft. It does not require line of sight. All creatures within 10ft must make a DC 16 DEX save or take 33 (2d6+4) Elemental damage, half on success. Failure by 5 or more causes lingering damage, dealing 6 damage at the start of each of their turns until they use an action to extinguish the flames.
Pack Tactics. The Kobold Scale Sorcerer has advantage on an attack roll against a creature if at least one of the Kobold Scale Sorcerer’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the creature has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting. The Kobold is a Sorcerer, Spell save DC 16 with following spells prepared:
Cantrips (at will): Mage Hand, Mending, Guidance
1st level : Charm Person, Expeditious Retreat
2nd level : Scorching Ray. 3rd Level : Fireball.
Acid Splash. Melee Spell. +6 to hit. 2 creatures within 5ft.
Hit. 8 (3d4) Acid damage. Creatures must make a DC 16 DEX Save or have their AC Reduced by 4 until they make a DC 33 Sleight of Hand check to wipe it off.
Fire Bolt. Spell Attack. +10 to hit, Range 120 ft.
Hit. 33 (6d10) Fire damage.
Scorching Ray. (Recharge 7-8) 5x Spell Attack. +10 to hit, Range 120ft.
Hit. 7 (2d6) Fire damage.
Fireball (Recharge 10-12). Range 150ft.
Each creature within a 20ft. Radius sphere must make a DC 16 DEX Save. Creatures take 18 (5d6) Fire damage on a failed save, or half as much on a successful one. The Kobold can exclude 4 creatures of its choosing from the blast. The fire ignites every cell it fully touches, dealing 1d6 Fire damage to every creature that enters that space, or starts their turn or enters the space.
Flame Arrows. (Recharge 9-10). Concentration.
The Kobold can magically ignite arrows drawn from the quivers of 8 allies within 30ft., allowing them to add 1d6 to their ranged attacks for 3 rounds.
Bless. Concentration.
The Kobold can bless up to 4 creatures, allowing them to add +1d8 to attacks and saves.
Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 50 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
Nimble Escape The Kobold can Dodge, Disengage, or Hide as a Bonus Action.