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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, Thunderwave

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) bludgeoning damage.