DnD Homebrew banner, links to Home

Creatures

Disclaimer: some creatures may have features inspired by existing works.

Quick Navigation

Kobold Mastermind


Kobold Mastermind Token

Kobold Masterminds are 'leader' type monsters which has its own unique Legendary actions to keep fights dynamic. There is likely only one per encounter, if any.

STR DEX CON INT WIS CHA
12 17 14 11 12 14
(+1) (+3) (+2) (+0) (+1) (+2)
  • Small humanoid (Kobold), Lawful Evil
  • Hit Points: 52 (10d6+16)
  • Armor Class: 17 (plate)
  • Speed: 20ft
  • Skills: Deception+2, Insight+2, Intimidation+2, Perception+4, Persuasion+2, Stealth+4
  • Damage Resistances: Poison
  • Senses: Darkvision 60ft, Passive Perception 10
  • Languages: Common, Draconic

Features

Sunlight Sensitivity
While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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.
Heart of the Dragon
If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (which includes the one using it) has advantage on its next attack roll.
Dragon's Resistance (green)
Poison resistance.
Legendary Actions
The Kobold Mastermind starts with 2 Legendary Action points, accrues +1 every turn on Initiative 20, and can have up to 3.

Actions

Shortsword +1
Melee Weapon Attack: +5, Reach 5ft, one target.6-sided die 1d6+3 slashing damage

The Kobold Mastermind can take 3 Legendary Actions, listed below. The Kobold Mastermind can only take one of these actions per turn and must have enough points to do it. It starts with 2 points and gains two more points per round at the start of its' turn, up to 3 points.

Reinforcements (2pts)
6-sided die 1d6 kobolds join from off-screen. Flip a coin; on Heads, one of the kobolds that join is a Kobold Dragonshield.
Routing Maneuver (1pt)
All kobolds on the map may move 10ft.
Honorguard (3pts)
All Dragonshields and the Mastermind gain 6-sided die 1d8+4 temp HP.

Bandit Leader


Bandit Leader Token

Bandit Leaders are like regular bandits, only more powerful and give bonuses to nearby bandits.

STR DEX CON INT WIS CHA
14 12 12 10 10 12
(+2) (+1) (+1) (+0) (+0) (+1)
  • Medium humanoid, Lawful Evil
  • Hit Points: 37 (5d10+8)
  • Armor Class: 14 (half-plate)
  • Speed: 30ft
  • Skills: Athletics+4, Deception+3, Intimidation+4, Stealth+1
  • Senses: Passive Perception 10
  • Languages: Common or applicable

Features

Know the Game
The bandit leader has proficiency in Intimidation, Athletics, and Deception.

Actions

Longsword
Melee Weapon Attack: +4, Reach 5ft, one target.6-sided die 1d8+2 slashing damage
Throwing Knives
Melee Weapon Attack: +4, Reach 80/320ft, one target.6-sided die 1d4+2 slashing damage. 6-sided die DC 11 Constitution Saving Throw or become Poisoned for 1 hour.

Reactions

Perfect Block
The Bandit Leader reacts to a strike, adding 2 to its' AC against that attack.
Double Pay
The Bandit Leader inspirs nearby bandits, granting them Advantage for their next attack.