Kobold Geomancer
Small humanoid (kobold), chaotic neutral
- Armor Class 12
- Hit Points 17 (5d6)
Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 7 (-2) 14 (+2) 8 (-1)
- Skills Perception +4
- Senses passive Perception 14
- Languages Low Common, Common
Challenge 1/2 (100 XP)
Nimble Escape. The kobold can take the Disengage or Hide action as a bonus action on each of its turns.
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 ft. of the creature and the ally isn’t incapacitated.
Spellcasting. The kobold is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following shaman spells prepared:
Cantrips (at will): Produce Flame, Mold Earth
1st level (3 slots): Absorb Elements, Cure Wounds, Earth Tremor, Searing Smite, ThunderwaveActions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) bludgeoning damage.