Shadbold, Enhanced Kobold Archer - AI-generated fantasy Monster

Shadbold, Enhanced Kobold Archer

Rumors say Arcarron once ordered kobold stock infused with wyrmscale and night-venom to create the perfect skirmisher. Survivors call them Shadbolds for their black scales and the way they vanish into any shade. Dragon officers prize them as assassins that can sever a hero's life before the battle begins.

LargeMonstrosity(Kobold)CR 4Lawful evil

Shadbold, Enhanced Kobold Archer

StealthRangedWingedAssassinDragonbred
HP85AC15SPDWalk 30 ft., Fly 40 ft. (silent glide)CRCR 4StealthPerceptionAcrobatics
STR
14
DEX
18
save
CON
16
save
INT
12
WIS
12
CHA
10
Pack Tactics. The Shadbold has advantage on attack rolls against a creature if at least one of the Shadbold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Shadowmeld. While the Shadbold is in dim light or darkness, it is heavily obscured to creatures that rely on sight and it makes Stealth checks with advantage. The Shadbold can attempt to hide as a bonus action while in dim light or darkness.
Shadowstep. As a bonus action, the Shadbold may move up to 60 feet to an unoccupied space it can see that is in dim light or darkness. The Shadbold arrives unseen if its destination is in dim light or darkness.
Silent Glide. The Shadbold's wings allow it to glide and maneuver silently. It can fly at 40 feet but must land if it takes any amount of falling damage or is in bright sunlight for a full round.
Biological Spike Launcher. The Spike Launcher is a built-in natural weapon. The Shadbold regrows spikes slowly; it regains spikes each hour out of combat.
Multiattack. The Shadbold makes two attacks: one with its Spike Launcher and one with its Rending Claws.
Spike Launcher. Ranged Weapon Attack: to hit, range 120/360 feet, one target. Hit: 13 () piercing damage. If the target is surprised, has half its hit points, or an ally of the Shadbold is within 5 feet of the target, the attack deals an additional 7 () piercing damage. Once it fires, the Spike Launcher needs a short rest to fully reload, though the Shadbold can still fire normally after each round (no action cost) as long as it has biological spikes remaining. The launcher uses biological spikes grown from the Shadbold's right arm, which slowly regenerate over 1 hour when not actively fighting; the Shadbold has a reserve of 6 spikes.
Rending Claws. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 9 () slashing damage. If the target is at half its maximum hit points or less, the target is instead hit by a killing strike and must succeed on a Constitution saving throw or be stunned until the end of its next turn.
Barbed Spray. The Shadbold spits a spray of tiny, barbed fragments in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 18 () piercing damage on a failed save, or half as much on a successful one. Creatures that fail by 5 or more are also restricted, having disadvantage on Dexterity checks and Dexterity saving throws until the end of their next turn as the barbs tear at tendons and cloth.
Opportunistic Rend. When a creature the Shadbold can see moves into a space within 5 feet of it, the Shadbold can make one claw attack against that creature with advantage.
Punishing Shot. When a creature misses the Shadbold with a melee attack while an ally is within 5 feet of the attacker, the Shadbold can use its reaction to make a Spike Launcher attack at disadvantage against the attacker.
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