Kobold Wizard of Arcarron - AI-generated fantasy Monster

Kobold Wizard of Arcarron

Tales among human and elven scouts call these kobold spellmasters 'ember-priests' who curry favor with a draconic patron. Some believe they can call down small meteor-bursts; others say they are only talented pyrotechnicians who make their troops look fearsome.

SmallHumanoid(Kobold)CR 3Lawful Evil

Kobold Wizard of Arcarron

koboldspellcasterdraconiccontrollerleader
HP50AC+4SPD30 ft.CR3 (700 XP)ArcanaDeceptionStealth
STR
8
DEX
15
save
CON
10
INT
14
save
WIS
9
CHA
12
Spellcasting. The kobold wizard casts spells as a 4th-level spellcaster (spell save , to hit with spell attacks). See spells for known spells and slots.
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 feet of the creature and the ally isn't incapacitated.
Dragon King's Blessing. The kobold is resistant to fire damage while its Dragon King's sigil burns faintly. When it casts a fire spell it can choose one creature it can see to take half the spell's damage as persistent ember damage ( fire damage at the start of its turns for 1 round). This feature can be used once per short rest.
Tactical Command. The kobold can use a bonus action to bark orders and grant one allied kobold within 30 feet that can hear it an immediate reaction to move up to half its speed without provoking opportunity attacks, or grant advantage on its next attack. Recharge 5-6.
Arcane Staff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage. If the target is a creature smaller than Medium, the kobold can attempt to shove it instead of dealing damage.
Fire Bolt (cantrip). Ranged Spell Attack: to hit, range 120 ft., one target. Hit: fire damage.
Arcarron's Ward. Arcarron's Ward. When the kobold wizard is hit by an attack or targeted by a saving-throw effect, it can cast Shield if it has a 1st-level or higher spell slot available, using its reaction. If cast, the spell consumes the lowest-level available spell slot and grants +5 AC until the start of its next turn.
Cantrips
SpellcastingEvocation and Illusion The kobold wizard casts spells as a 4th-level spellcaster. Spell Save DC 12, +4 to hit with spell attacks. It has the following spells prepared. Cantrips: fire bolt, mage hand, minor illusion, prestidigitation. 1st level (4 slots): burning hands, shield, faerie fire. 2nd level (3 slots): scorching ray, mirror image. 3rd level (2 slots): fireball, haste.
Fire BoltEvocation Fire Bolt. Ranged spell attack. On hit deals 1d10 fire damage.
Utility CantripsTransmutation and Illusion Mage Hand, Minor Illusion, Prestidigitation. Utility cantrips used for misdirection and petty sabotage.
1st level
Burning HandsEvocation Burning Hands. 15-foot cone. Each creature must make a Dexterity save or take 3d6 fire damage, half on success.
ShieldAbjuration Shield. Reaction. +5 to AC until start of next turn.
Faerie FireEvocation Faerie Fire. 20-foot cube. Creatures in the area that fail Dexterity save are outlined, granting advantage on attacks against them for the spell's duration.
2nd level
Scorching RayEvocation Scorching Ray. The wizard creates three rays of fire to targets. Each ray is a ranged spell attack dealing 2d6 fire damage on hit.
Mirror ImageIllusion Mirror Image. Creates illusory duplicates to make attacks against the wizard less likely to hit.
3rd level
FireballEvocation Fireball. 20-foot radius sphere. Each creature in area must make a Dexterity save or take 8d6 fire damage, half on success.
HasteTransmutation Haste. Targets one willing creature or self to double movement, +2 AC, advantage on Dexterity saves and an extra attack for the duration. Concentration required. Duration up to 1 minute.
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