Quick Navigation
Kobold Mastermind
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.
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)
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
1d8+4 temp HP.
Bandit Leader
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.
1d8+2 slashing damage - Throwing Knives
- Melee Weapon Attack: +4, Reach 80/320ft, one target.
1d4+2 slashing damage.
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.