Kobold Inventor - AI-generated fantasy Monster

Kobold Inventor

Tales among scavengers speak of a solitary kobold tinkerer who once turned the entrance to a bandit hideout into a cascading calamity of smoke, springs, and nails. Traders avoid ruins where bottles of quicksilver and clockwork parts are missing, whispering that the inventor is still inventing.

HP27AC15SPD30 ft., Climb 20 ft.CR1 (200 XP)Sleight of HandInvestigationStealth
STR
8
DEX
15
save
CON
12
INT
14
save
WIS
10
CHA
8
Pack Tactics. The kobold has advantage on attack rolls 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.
Nimble Escape. The kobold can take the Disengage or Hide action as a bonus action on each of its turns.
Tinker's Ingenuity. The kobold can use Tinkerer's Tools as a spell-like ability. When using the tools to craft, repair, or sabotage a small device the kobold adds +2 to the check result. It can fashion a basic trap in 10 minutes using common materials (cost 5 gp) that deals damage when triggered unless disarmed.
Trap Sense. The kobold gets a bonus to checks to find, identify, or jury-rig mechanical devices and traps. When triggering one of its own traps the kobold has advantage on the roll to set or detonate it cleanly.
Multiattack. The kobold inventor makes two attacks: one with its Zapstick and one with its Tinker Knife or launches a Bolt. The kobold can substitute one attack to Detonate a Small Trap it has previously set (see Tinker's Traps).
Zapstick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () lightning damage. On a hit the target must succeed on a Dexterity saving throw or be stunned until the end of its next turn as residual electricity arcs across its joints (save ends on success).
Tinker Knife. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage. The Tinker Knife is razor-sharp and doubles as a tool; on a successful Sleight of Hand check the kobold can attempt to disarm a small device or snip a rope with this attack.
Bolt Launcher. Ranged Weapon Attack: to hit, range 30/90 ft., one target. Hit: 7 () piercing damage plus the target is covered in sticky alchemical resin. While sticky resin covers a target its speed is reduced by 10 feet until removed with an action that succeeds on a Strength check or by being washed off with a bucket of water (provided by DM adjudication). The resin can be scraped off with a tool kit in 1 round.
Tinker's Trap. Recharge 5-6. The kobold tosses or triggers a compact trap it has prepared within 10 feet. Choose one effect the trap produces when detonated: Flashbang Burst causes creatures in a 10-foot radius to make a Constitution saving throw or be blinded until the end of their next turn (half on a success). Burst of Nails deals 7 () piercing damage to creatures in a 5-foot radius (Dex save for half). Smoke Canister fills a 10-foot cube with thick smoke for 1 minute, heavily obscuring the area (wind disperses). The kobold can choose the effect when it arms the trap; a trap lasts for up to 1 hour unless detonated.
Field Tinker. The inventor quickly inspects a device or small mechanical construct and attempts a repair or sabotage. The kobold makes an Intelligence (Tinkerer's Tools) check contested by a creature's Intelligence check or an object's Structural DC determined by the DM. On a success the kobold repairs hit points to a tiny or small construct or disables a small mechanism for 1 minute.
Unstable Gear. When a creature misses the kobold with a melee attack the kobold can use a reaction to trigger a small countermech. The attacker takes 3 () lightning or piercing damage (kobold's choice) as a spring-loaded plate snaps out from a concealed brace.
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